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UnrealEngineUWP/Engine/Source/Developer/BlueprintCompilerCppBackend/Private/BlueprintCompilerCppBackendBase.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlueprintCompilerCppBackendBase.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "UObject/UnrealType.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Misc/Paths.h"
#include "UObject/Interface.h"
#include "Engine/Blueprint.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Animation/AnimBlueprintGeneratedClass.h"
#include "Engine/UserDefinedEnum.h"
#include "Engine/UserDefinedStruct.h"
#include "K2Node_Event.h"
#include "K2Node_CallFunction.h"
#include "K2Node_CreateDelegate.h"
#include "SourceCodeNavigation.h"
#include "IBlueprintCompilerCppBackendModule.h"
#include "BlueprintCompilerCppBackendGatherDependencies.h"
#include "BlueprintCompilerCppBackendUtils.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Kismet2/BlueprintEditorUtils.h"
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
#include "Animation/AnimNodeBase.h"
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
TArray<class UFunction*> IBlueprintCompilerCppBackendModule::CollectBoundFunctions(class UBlueprint* BP)
{
// it would be clean to recover info about delegates from bytecode, but then the owner class is unknown, that's why we check the nodes.
TArray<class UFunction*> Result;
check(BP);
TArray<UEdGraph*> Graphs;
BP->GetAllGraphs(Graphs);
for (UEdGraph* Graph : Graphs)
{
if (!Graph)
{
continue;
}
for (UEdGraphNode* Node : Graph->Nodes)
{
FName FunctionName = NAME_None;
UClass* FunctionOwnerClass = nullptr;
if (UK2Node_CreateDelegate* CreateDelegate = Cast<UK2Node_CreateDelegate>(Node))
{
FunctionName = CreateDelegate->GetFunctionName();
FunctionOwnerClass = CreateDelegate->GetScopeClass(true);
}
else if (UK2Node_Event* EventNode = Cast<UK2Node_Event>(Node))
{
UEdGraphPin* DelegateOutPin = EventNode->FindPin(UK2Node_Event::DelegateOutputName);
if (DelegateOutPin && DelegateOutPin->LinkedTo.Num())
{
FunctionOwnerClass = BP->GeneratedClass;
FunctionName = EventNode->GetFunctionName();
}
}
FunctionOwnerClass = FunctionOwnerClass ? FunctionOwnerClass->GetAuthoritativeClass() : nullptr;
UFunction* Func = FunctionOwnerClass ? FunctionOwnerClass->FindFunctionByName(FunctionName) : nullptr;
Func = Func ? FEmitHelper::GetOriginalFunction(Func) : nullptr;
if (Func)
{
Result.Add(Func);
}
}
}
return Result;
}
void FBlueprintCompilerCppBackendBase::EmitStructProperties(FEmitterLocalContext& EmitterContext, UStruct* SourceClass)
{
// Emit class variables
for (TFieldIterator<FProperty> It(SourceClass, EFieldIteratorFlags::ExcludeSuper); It; ++It)
{
FProperty* Property = *It;
check(Property);
FString PropertyMacro(TEXT("UPROPERTY("));
{
TArray<FString> Tags = FEmitHelper::PropertyFlagsToTags(Property->PropertyFlags, nullptr != Cast<UClass>(SourceClass));
Tags.Emplace(FEmitHelper::HandleRepNotifyFunc(Property));
Tags.Emplace(FEmitHelper::HandleMetaData(Property, false));
Tags.Remove(FString());
FString AllTags;
FEmitHelper::ArrayToString(Tags, AllTags, TEXT(", "));
PropertyMacro += AllTags;
}
PropertyMacro += TEXT(")");
EmitterContext.Header.AddLine(PropertyMacro);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
const FString CppDeclaration = EmitterContext.ExportCppDeclaration(Property, EExportedDeclaration::Member, EPropertyExportCPPFlags::CPPF_CustomTypeName | EPropertyExportCPPFlags::CPPF_BlueprintCppBackend | EPropertyExportCPPFlags::CPPF_NoConst);
EmitterContext.Header.AddLine(CppDeclaration + TEXT(";"));
}
}
void FBlueprintCompilerCppBackendBase::DeclareDelegates(FEmitterLocalContext& EmitterContext, TIndirectArray<FKismetFunctionContext>& Functions)
{
// MC DELEGATE DECLARATION
{
FEmitHelper::EmitMulticastDelegateDeclarations(EmitterContext);
}
// GATHER ALL SC DELEGATES
{
TArray<FDelegateProperty*> Delegates;
for (TFieldIterator<FDelegateProperty> It(EmitterContext.GetCurrentlyGeneratedClass(), EFieldIteratorFlags::ExcludeSuper); It; ++It)
{
Delegates.Add(*It);
}
for (auto& FuncContext : Functions)
{
for (TFieldIterator<FDelegateProperty> It(FuncContext.Function, EFieldIteratorFlags::ExcludeSuper); It; ++It)
{
Delegates.Add(*It);
}
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
TArray<UFunction*> SCDelegateSignaturesWithoutType;
// Don't declare signatures, that are already declared in a native class
for (int32 I = 0; I < Delegates.Num();)
{
auto Delegate = Delegates[I];
auto DelegateSignature = Delegate ? Delegate->SignatureFunction : nullptr;
auto DelegateSignatureOwner = DelegateSignature ? DelegateSignature->GetOwnerStruct() : nullptr;
if (DelegateSignatureOwner && DelegateSignatureOwner->HasAnyInternalFlags(EInternalObjectFlags::Native))
{
if (DelegateSignature->HasAllFunctionFlags(FUNC_MulticastDelegate))
{
SCDelegateSignaturesWithoutType.AddUnique(DelegateSignature);
}
Delegates.RemoveAtSwap(I);
}
else
{
I++;
}
}
// remove duplicates, n^2, but n is small:
for (int32 I = 0; I < Delegates.Num(); ++I)
{
UFunction* TargetFn = Delegates[I]->SignatureFunction;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2967759) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2919729 on 2016/03/23 by Ben.Cosh Support for macros in the profiler #UEBP-177 - Macro instance handling #Proj Kismet, BlueprintProfiler - Adds support for timings inside macro calls - Extends the tunnel graph support to handle multiple entry/exit sites Change 2938064 on 2016/04/08 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. Change 2938088 on 2016/04/08 by Mike.Beach Making bytecode produced by latent action nodes deterministic. Change 2938101 on 2016/04/08 by Mike.Beach Fixing a bug where the compile summary was not being reported because another compiler log was lingering - making it so the MathExpression node compiler log is not initialized with intent to report its own summary (it gets folded into the primary log). Change 2938121 on 2016/04/08 by Phillip.Kavan Remove a few redundant MBASM calls on variable type change. Change 2940295 on 2016/04/11 by Dan.Oconnor We now 'tag subobjects' of a blueprint even if it's part of the rootset, this means we correctly detect references to the BPGC in FPendingDelete::CheckForReferences(). Original rootset check dates to 2012 and I can find no justification for it currently. #jira UE-29216 Change 2943227 on 2016/04/13 by Dan.Oconnor Fixed improper detection of functions from interfaces that themselves inherit from some other interface #jira UE-29440 Change 2944270 on 2016/04/14 by Phillip.Kavan [UEBP-176] First pass at BP graph node heat map visualization while profiling. change summary: - added an "indicator overlay" to graph node widget layouts - added a heat mode "mode" selector widget to the BP profiler view panel - extended IBlueprintProfilerInterface to include APIs for accessing current heat map mode state - added FScriptNodePerfData::GetBlueprintPerfDataForAllTracePaths() (tentative - may need revisiting) - added SGraphNode::GetNodeIndicatorOverlayColor() and GetNodeIndicatorOverlayVisibility() delegates - added BP-specific delegate overrides to SGraphNodeK2Base; extended to include both compact and variable nodes Change 2946932 on 2016/04/18 by Mike.Beach Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #jira UE-26998 Change 2949968 on 2016/04/20 by Dan.Oconnor Array access out of bounds by value is a warning again, added ability to elevate individual warnings on a per project basis (or supress them) #jira UE-28971 Change 2950113 on 2016/04/20 by Dan.Oconnor Removed GBlueprintCompileTime, it was not accurate. Printing BlueprintCompileAndLoadTimerData.GetTime() at start instead Change 2951086 on 2016/04/21 by Ben.Cosh This change addresses the edge case in the blueprint profiler that caused stats to fail when tunnel nodes were linked through to other tunnel nodes. #jira UE-28750 - Crash compiling a Blueprint that contains a For Loop with profiler active #Proj Kismet, BlueprintProfiler Change 2951336 on 2016/04/21 by Ben.Cosh This change enables blueprint breakpoints during instrumented conditions. #jira UEBP-178 - Fix breakpoints under profiling conditions #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler Change 2951406 on 2016/04/21 by Ben.Cosh Fix for blueprint profiler stats for the top level blueprint stat entry not updating correctly. #Proj Kismet Change 2951832 on 2016/04/21 by Ben.Cosh Fix for certain blueprint profiler stats not being updated and collected at the blueprint container level due to incorrect tracepaths. #Proj Kismet #info This should fix the node heatmaps as a side effect. #Codereview Phillip.Kavan Change 2956696 on 2016/04/26 by Dan.Oconnor Tweak fix for macros being BS_Dirty after loading. The current fix had the side effect of not recompiling clients of the macro after making a change to the macro and entering PIE #jira UE-29495 Change 2957564 on 2016/04/27 by Maciej.Mroz Various fixes related to nativized enums. #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true Change 2961626 on 2016/04/29 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2962747 on 2016/05/02 by Maciej.Mroz #jira UE-30123 Cannot use abilities in nativized Orion build GameplayAbility handles BPGC and DynamicClass the same way. C++ backend do not assumes that some literal objects are UserDefinesEnum/UserDefinedStruct/BlueprintGeneratedClass. Change 2965679 on 2016/05/04 by Maciej.Mroz Increased stack size (384k) of threads spawned by Task Graph. (Temporary?) fix for stack overflow, when amination in Orion are evaluated. Change 2965758 on 2016/05/04 by Maciej.Mroz #jira UE-30300 "ReturnToBase" ability does not work in nativized Orion. Fixed CDO creation in async loaded Dynamic Class. Fixed too restrict cast assertions. Change 2966543 on 2016/05/04 by Maciej.Mroz #jira UE-30235 Mac QAGame fails to package with nativization #jira UE-30282 Match3 nativized android package fails to build Change 2966839 on 2016/05/04 by Dan.Oconnor Typo IMPLEMENT_MODULE creates weird linking error, also may need entry in Target.cs to get BlueprintRuntime to build. Copying that pattern from ___LoadingScreen modules #jira UE-30333 Change 2967347 on 2016/05/05 by Maciej.Mroz #jira UE-30196 Unable to package a copy of project with Nativize Blueprints enabled CommandUtils.GetDirectoryName should not be used with directory path (but only with file path), because it cannot handle paths like "e:\My11Project 4.13" (containing '.'). It seems useless with directory path anyway. [CL 2968184 by Dan Oconnor in Main branch]
2016-05-05 18:28:40 -04:00
for (int32 J = I + 1; J < Delegates.Num();)
{
if (TargetFn == Delegates[J]->SignatureFunction)
{
// swap erase:
Delegates[J] = Delegates[Delegates.Num() - 1];
Delegates.RemoveAt(Delegates.Num() - 1);
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2967759) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2919729 on 2016/03/23 by Ben.Cosh Support for macros in the profiler #UEBP-177 - Macro instance handling #Proj Kismet, BlueprintProfiler - Adds support for timings inside macro calls - Extends the tunnel graph support to handle multiple entry/exit sites Change 2938064 on 2016/04/08 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. Change 2938088 on 2016/04/08 by Mike.Beach Making bytecode produced by latent action nodes deterministic. Change 2938101 on 2016/04/08 by Mike.Beach Fixing a bug where the compile summary was not being reported because another compiler log was lingering - making it so the MathExpression node compiler log is not initialized with intent to report its own summary (it gets folded into the primary log). Change 2938121 on 2016/04/08 by Phillip.Kavan Remove a few redundant MBASM calls on variable type change. Change 2940295 on 2016/04/11 by Dan.Oconnor We now 'tag subobjects' of a blueprint even if it's part of the rootset, this means we correctly detect references to the BPGC in FPendingDelete::CheckForReferences(). Original rootset check dates to 2012 and I can find no justification for it currently. #jira UE-29216 Change 2943227 on 2016/04/13 by Dan.Oconnor Fixed improper detection of functions from interfaces that themselves inherit from some other interface #jira UE-29440 Change 2944270 on 2016/04/14 by Phillip.Kavan [UEBP-176] First pass at BP graph node heat map visualization while profiling. change summary: - added an "indicator overlay" to graph node widget layouts - added a heat mode "mode" selector widget to the BP profiler view panel - extended IBlueprintProfilerInterface to include APIs for accessing current heat map mode state - added FScriptNodePerfData::GetBlueprintPerfDataForAllTracePaths() (tentative - may need revisiting) - added SGraphNode::GetNodeIndicatorOverlayColor() and GetNodeIndicatorOverlayVisibility() delegates - added BP-specific delegate overrides to SGraphNodeK2Base; extended to include both compact and variable nodes Change 2946932 on 2016/04/18 by Mike.Beach Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #jira UE-26998 Change 2949968 on 2016/04/20 by Dan.Oconnor Array access out of bounds by value is a warning again, added ability to elevate individual warnings on a per project basis (or supress them) #jira UE-28971 Change 2950113 on 2016/04/20 by Dan.Oconnor Removed GBlueprintCompileTime, it was not accurate. Printing BlueprintCompileAndLoadTimerData.GetTime() at start instead Change 2951086 on 2016/04/21 by Ben.Cosh This change addresses the edge case in the blueprint profiler that caused stats to fail when tunnel nodes were linked through to other tunnel nodes. #jira UE-28750 - Crash compiling a Blueprint that contains a For Loop with profiler active #Proj Kismet, BlueprintProfiler Change 2951336 on 2016/04/21 by Ben.Cosh This change enables blueprint breakpoints during instrumented conditions. #jira UEBP-178 - Fix breakpoints under profiling conditions #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler Change 2951406 on 2016/04/21 by Ben.Cosh Fix for blueprint profiler stats for the top level blueprint stat entry not updating correctly. #Proj Kismet Change 2951832 on 2016/04/21 by Ben.Cosh Fix for certain blueprint profiler stats not being updated and collected at the blueprint container level due to incorrect tracepaths. #Proj Kismet #info This should fix the node heatmaps as a side effect. #Codereview Phillip.Kavan Change 2956696 on 2016/04/26 by Dan.Oconnor Tweak fix for macros being BS_Dirty after loading. The current fix had the side effect of not recompiling clients of the macro after making a change to the macro and entering PIE #jira UE-29495 Change 2957564 on 2016/04/27 by Maciej.Mroz Various fixes related to nativized enums. #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true Change 2961626 on 2016/04/29 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2962747 on 2016/05/02 by Maciej.Mroz #jira UE-30123 Cannot use abilities in nativized Orion build GameplayAbility handles BPGC and DynamicClass the same way. C++ backend do not assumes that some literal objects are UserDefinesEnum/UserDefinedStruct/BlueprintGeneratedClass. Change 2965679 on 2016/05/04 by Maciej.Mroz Increased stack size (384k) of threads spawned by Task Graph. (Temporary?) fix for stack overflow, when amination in Orion are evaluated. Change 2965758 on 2016/05/04 by Maciej.Mroz #jira UE-30300 "ReturnToBase" ability does not work in nativized Orion. Fixed CDO creation in async loaded Dynamic Class. Fixed too restrict cast assertions. Change 2966543 on 2016/05/04 by Maciej.Mroz #jira UE-30235 Mac QAGame fails to package with nativization #jira UE-30282 Match3 nativized android package fails to build Change 2966839 on 2016/05/04 by Dan.Oconnor Typo IMPLEMENT_MODULE creates weird linking error, also may need entry in Target.cs to get BlueprintRuntime to build. Copying that pattern from ___LoadingScreen modules #jira UE-30333 Change 2967347 on 2016/05/05 by Maciej.Mroz #jira UE-30196 Unable to package a copy of project with Nativize Blueprints enabled CommandUtils.GetDirectoryName should not be used with directory path (but only with file path), because it cannot handle paths like "e:\My11Project 4.13" (containing '.'). It seems useless with directory path anyway. [CL 2968184 by Dan Oconnor in Main branch]
2016-05-05 18:28:40 -04:00
else
{
J++;
}
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
int32 UniqeSCDelegateIndex = 0;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
for (UFunction* SCDelegateSignature : SCDelegateSignaturesWithoutType)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
FString SCType = FString::Printf(TEXT("F__%s__SC_%d"), *FEmitHelper::GetCppName(SCDelegateSignature), UniqeSCDelegateIndex);
UniqeSCDelegateIndex++;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
FEmitHelper::EmitSinglecastDelegateDeclarations_Inner(EmitterContext, SCDelegateSignature, SCType);
EmitterContext.MCDelegateSignatureToSCDelegateType.Add(SCDelegateSignature, SCType);
}
FEmitHelper::EmitSinglecastDelegateDeclarations(EmitterContext, Delegates);
}
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
struct FIncludeHeaderHelper
{
static void EmitIncludeHeader(FCodeText& Dst, const TCHAR* Message, bool bAddDotH)
{
Dst.AddLine(FString::Printf(TEXT("#include \"%s%s\""), Message, bAddDotH ? TEXT(".h") : TEXT("")));
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
static void EmitInner(FCodeText& Dst, const TSet<UField*>& Src, const TSet<UField*>& Declarations, const FCompilerNativizationOptions& NativizationOptions, TSet<FString>& AlreadyIncluded)
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3755980) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3718627 by Phillip.Kavan Add plugin dependencies to the NativizedAssets plugin descriptor file in order to mute UBT warnings at build time. Change summary: - Modified BlueprintNativeCodeGenUtilsImpl::GenerateModuleBuildFile() to gather the set of plugin dependencies from the module dependencies. - Modified BlueprintNativeCodeGenUtilsImpl::GeneratePluginDescFile() to add plugin dependencies to the generated NativizedAssets plugin descriptor file. - Removed 'bIsBetaVersion' from the generated NativizedAssets plugin descriptor file (since we're no longer experimental). #jira UE-50975 Change 3723482 by mason.seay Resaving blueprints that generate cook warnings Change 3723992 by Fred.Kimberley Added a nullptr check to stop a crash in GameplayTagQueryCustomization. #jira UE-51689 Change 3728207 by mason.seay Resaving maps to fix cook warnings - UE-51723 Change 3729293 by Phillip.Kavan Fix missing DSO outer mapping on nested subobjects instanced with NewObject() during Blueprint nativization. #jira UE-51685 Change 3730740 by Marc.Audy Don't use the values returned by BlueprintUpdateCamera if it returns false. #jira UE-51765 Change 3731616 by Dan.Oconnor Mirror 3731432 from Fortnite-Staging Make sure SuperFuncMap is cleared when relinking skeleton classes #jira UE-51825 Change 3732707 by mason.seay Test content for testing nativization with interfaces Change 3733727 by Ben.Zeigler #jira UES-5554 Disable force synchronize scan flag for Asset Manager refresh after PIE is started. This was overly paranoid and can be very slow Change 3733736 by Phillip.Kavan Fix for a potential crash that could occur prior to initiating a global FiB indexing operation with source control disabled. #jira UE-51927 Change 3734303 by Ben.Zeigler #jira UE-51180 Fix issue where newly-created unsaved objects are not correctly cooked with launch on until the editor is restarted. It was caching an invalid path for those packages which broke cooking them later Change 3736184 by Ben.Zeigler #jira UE-51860 Fix it so Load Asset nodes can correctly be called from a loop with differing inputs, it now queues a load for each call. Update test to handle this case Change 3736295 by Ben.Zeigler #jira UE-51214 Integrate PR #4114: BP Validated Get for Soft Objects (Contributed by projectgheist). I also changed a few category names to use the define instead of class name Change 3736388 by Ben.Zeigler #jira UE-48366 Fix small icon mode for blueprint merge Change 3736516 by Ben.Zeigler #jira UE-45653 Fix it so the Add Asset Class button in the audit browser works for blueprint classes. Move logic to check an asset data against a blueprint base class list to a utility function in AssetManager Change 3738770 by Ben.Zeigler Static analysis fix Change 3739177 by mason.seay Small improvements to nativization test content Change 3739463 by Phillip.Kavan Use relative paths for generated plugin header file include lines in nativized Blueprint codegen. Previously, we relied on public include paths exposed to UBT by the plugin, but as with engine/project modules, this will fail if a type found during the dependency gather phase is declared in a private header file. Change 3744198 by Marc.Audy Make clear why engine is crashing if viewport world interaction asset container fails to load #jira UE-52087 Change 3744469 by Mieszko.Zielinski PR #4193: Added capability for NavLinkComponent to be used in BP (Contributed by vikhik) Change 3744488 by Michael.Noland Engine: Added actual tracking of IdleSeconds to IPerformanceDataConsumer::FFrameData Change 3747845 by Dan.Oconnor Add an option to disable navigation to native functions from call function nodes #jira None Change 3750475 by Dan.Oconnor Tick source control module when the perforce control settings is active and a dialog is displayed. This allows you to select a workspace when the save dialog is open #jira None Change 3750866 by Mason.Seay Updated disabled tests. Deleted some assets/maps that need complete re-evaluation Change 3754841 by Ben.Zeigler #jira UE-51932 Add bShouldManagerDetermineTypeAndName option to AssetManagerSettings, when enabled this uses the ini settings to determine what the PrimaryAssetId should be a for a PrimaryAsset, instead of relying on the asset to implement the GetPrimaryAssetId native function. If you enable this option, both the editor and cooked builds will support blueprint-only Primary Assets without having to subclass PrimaryDataAsset, but in a large game determining the PrimaryAssetId can be slow. Update EngineTests to cover this case Change 3755743 by Marc.Audy PR #4218: Corrected Invalidate FTimerHandle tooltip (Contributed by projectgheist) #jira UE-52355 #jira UE-52296 Change 3755980 by Marc.Audy Go back to using function local statics for tickable arrays because some modules will start using them prior to the unrealed module getting initialized so any entries at that point will be wiped out. #jira UE-51955 [CL 3756414 by Marc Audy in Main branch]
2017-11-14 13:54:34 -05:00
static const FString EngineSourceDir = FPaths::EngineSourceDir();
static const FString EnginePluginsDir = FPaths::EnginePluginsDir();
static const FString ProjectSourceDir = FPaths::GameSourceDir();
static const FString ProjectPluginsDir = FPaths::ProjectPluginsDir();
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
for (UField* Field : Src)
{
if (!Field)
{
continue;
}
const bool bWantedType = Field->IsA<UBlueprintGeneratedClass>() || Field->IsA<UUserDefinedEnum>() || Field->IsA<UUserDefinedStruct>();
// Wanted no-native type, that will be converted
if (bWantedType)
{
// @TODO: Need to query if this asset will actually be converted
const FString Name = Field->GetPathName();
bool bAlreadyIncluded = false;
AlreadyIncluded.Add(Name, &bAlreadyIncluded);
if (!bAlreadyIncluded)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
const FString GeneratedFilename = FEmitHelper::GetBaseFilename(Field, NativizationOptions);
// In some cases the caller may have already primed this array with the generated filename.
if (!AlreadyIncluded.Contains(GeneratedFilename))
{
FIncludeHeaderHelper::EmitIncludeHeader(Dst, *GeneratedFilename, true);
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
}
}
// headers for native items
else
{
FString PackPath;
if (FSourceCodeNavigation::FindClassHeaderPath(Field, PackPath))
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3755980) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3718627 by Phillip.Kavan Add plugin dependencies to the NativizedAssets plugin descriptor file in order to mute UBT warnings at build time. Change summary: - Modified BlueprintNativeCodeGenUtilsImpl::GenerateModuleBuildFile() to gather the set of plugin dependencies from the module dependencies. - Modified BlueprintNativeCodeGenUtilsImpl::GeneratePluginDescFile() to add plugin dependencies to the generated NativizedAssets plugin descriptor file. - Removed 'bIsBetaVersion' from the generated NativizedAssets plugin descriptor file (since we're no longer experimental). #jira UE-50975 Change 3723482 by mason.seay Resaving blueprints that generate cook warnings Change 3723992 by Fred.Kimberley Added a nullptr check to stop a crash in GameplayTagQueryCustomization. #jira UE-51689 Change 3728207 by mason.seay Resaving maps to fix cook warnings - UE-51723 Change 3729293 by Phillip.Kavan Fix missing DSO outer mapping on nested subobjects instanced with NewObject() during Blueprint nativization. #jira UE-51685 Change 3730740 by Marc.Audy Don't use the values returned by BlueprintUpdateCamera if it returns false. #jira UE-51765 Change 3731616 by Dan.Oconnor Mirror 3731432 from Fortnite-Staging Make sure SuperFuncMap is cleared when relinking skeleton classes #jira UE-51825 Change 3732707 by mason.seay Test content for testing nativization with interfaces Change 3733727 by Ben.Zeigler #jira UES-5554 Disable force synchronize scan flag for Asset Manager refresh after PIE is started. This was overly paranoid and can be very slow Change 3733736 by Phillip.Kavan Fix for a potential crash that could occur prior to initiating a global FiB indexing operation with source control disabled. #jira UE-51927 Change 3734303 by Ben.Zeigler #jira UE-51180 Fix issue where newly-created unsaved objects are not correctly cooked with launch on until the editor is restarted. It was caching an invalid path for those packages which broke cooking them later Change 3736184 by Ben.Zeigler #jira UE-51860 Fix it so Load Asset nodes can correctly be called from a loop with differing inputs, it now queues a load for each call. Update test to handle this case Change 3736295 by Ben.Zeigler #jira UE-51214 Integrate PR #4114: BP Validated Get for Soft Objects (Contributed by projectgheist). I also changed a few category names to use the define instead of class name Change 3736388 by Ben.Zeigler #jira UE-48366 Fix small icon mode for blueprint merge Change 3736516 by Ben.Zeigler #jira UE-45653 Fix it so the Add Asset Class button in the audit browser works for blueprint classes. Move logic to check an asset data against a blueprint base class list to a utility function in AssetManager Change 3738770 by Ben.Zeigler Static analysis fix Change 3739177 by mason.seay Small improvements to nativization test content Change 3739463 by Phillip.Kavan Use relative paths for generated plugin header file include lines in nativized Blueprint codegen. Previously, we relied on public include paths exposed to UBT by the plugin, but as with engine/project modules, this will fail if a type found during the dependency gather phase is declared in a private header file. Change 3744198 by Marc.Audy Make clear why engine is crashing if viewport world interaction asset container fails to load #jira UE-52087 Change 3744469 by Mieszko.Zielinski PR #4193: Added capability for NavLinkComponent to be used in BP (Contributed by vikhik) Change 3744488 by Michael.Noland Engine: Added actual tracking of IdleSeconds to IPerformanceDataConsumer::FFrameData Change 3747845 by Dan.Oconnor Add an option to disable navigation to native functions from call function nodes #jira None Change 3750475 by Dan.Oconnor Tick source control module when the perforce control settings is active and a dialog is displayed. This allows you to select a workspace when the save dialog is open #jira None Change 3750866 by Mason.Seay Updated disabled tests. Deleted some assets/maps that need complete re-evaluation Change 3754841 by Ben.Zeigler #jira UE-51932 Add bShouldManagerDetermineTypeAndName option to AssetManagerSettings, when enabled this uses the ini settings to determine what the PrimaryAssetId should be a for a PrimaryAsset, instead of relying on the asset to implement the GetPrimaryAssetId native function. If you enable this option, both the editor and cooked builds will support blueprint-only Primary Assets without having to subclass PrimaryDataAsset, but in a large game determining the PrimaryAssetId can be slow. Update EngineTests to cover this case Change 3755743 by Marc.Audy PR #4218: Corrected Invalidate FTimerHandle tooltip (Contributed by projectgheist) #jira UE-52355 #jira UE-52296 Change 3755980 by Marc.Audy Go back to using function local statics for tickable arrays because some modules will start using them prior to the unrealed module getting initialized so any entries at that point will be wiped out. #jira UE-51955 [CL 3756414 by Marc Audy in Main branch]
2017-11-14 13:54:34 -05:00
// Known header paths are converted to be relative to engine/project source folders. This is currently
// necessary because dependencies can be defined in private include paths which are not exposed to UBT,
// and it's also an optimization for public headers as it helps the target compiler locate them faster.
if (PackPath.StartsWith(EnginePluginsDir))
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3755980) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3718627 by Phillip.Kavan Add plugin dependencies to the NativizedAssets plugin descriptor file in order to mute UBT warnings at build time. Change summary: - Modified BlueprintNativeCodeGenUtilsImpl::GenerateModuleBuildFile() to gather the set of plugin dependencies from the module dependencies. - Modified BlueprintNativeCodeGenUtilsImpl::GeneratePluginDescFile() to add plugin dependencies to the generated NativizedAssets plugin descriptor file. - Removed 'bIsBetaVersion' from the generated NativizedAssets plugin descriptor file (since we're no longer experimental). #jira UE-50975 Change 3723482 by mason.seay Resaving blueprints that generate cook warnings Change 3723992 by Fred.Kimberley Added a nullptr check to stop a crash in GameplayTagQueryCustomization. #jira UE-51689 Change 3728207 by mason.seay Resaving maps to fix cook warnings - UE-51723 Change 3729293 by Phillip.Kavan Fix missing DSO outer mapping on nested subobjects instanced with NewObject() during Blueprint nativization. #jira UE-51685 Change 3730740 by Marc.Audy Don't use the values returned by BlueprintUpdateCamera if it returns false. #jira UE-51765 Change 3731616 by Dan.Oconnor Mirror 3731432 from Fortnite-Staging Make sure SuperFuncMap is cleared when relinking skeleton classes #jira UE-51825 Change 3732707 by mason.seay Test content for testing nativization with interfaces Change 3733727 by Ben.Zeigler #jira UES-5554 Disable force synchronize scan flag for Asset Manager refresh after PIE is started. This was overly paranoid and can be very slow Change 3733736 by Phillip.Kavan Fix for a potential crash that could occur prior to initiating a global FiB indexing operation with source control disabled. #jira UE-51927 Change 3734303 by Ben.Zeigler #jira UE-51180 Fix issue where newly-created unsaved objects are not correctly cooked with launch on until the editor is restarted. It was caching an invalid path for those packages which broke cooking them later Change 3736184 by Ben.Zeigler #jira UE-51860 Fix it so Load Asset nodes can correctly be called from a loop with differing inputs, it now queues a load for each call. Update test to handle this case Change 3736295 by Ben.Zeigler #jira UE-51214 Integrate PR #4114: BP Validated Get for Soft Objects (Contributed by projectgheist). I also changed a few category names to use the define instead of class name Change 3736388 by Ben.Zeigler #jira UE-48366 Fix small icon mode for blueprint merge Change 3736516 by Ben.Zeigler #jira UE-45653 Fix it so the Add Asset Class button in the audit browser works for blueprint classes. Move logic to check an asset data against a blueprint base class list to a utility function in AssetManager Change 3738770 by Ben.Zeigler Static analysis fix Change 3739177 by mason.seay Small improvements to nativization test content Change 3739463 by Phillip.Kavan Use relative paths for generated plugin header file include lines in nativized Blueprint codegen. Previously, we relied on public include paths exposed to UBT by the plugin, but as with engine/project modules, this will fail if a type found during the dependency gather phase is declared in a private header file. Change 3744198 by Marc.Audy Make clear why engine is crashing if viewport world interaction asset container fails to load #jira UE-52087 Change 3744469 by Mieszko.Zielinski PR #4193: Added capability for NavLinkComponent to be used in BP (Contributed by vikhik) Change 3744488 by Michael.Noland Engine: Added actual tracking of IdleSeconds to IPerformanceDataConsumer::FFrameData Change 3747845 by Dan.Oconnor Add an option to disable navigation to native functions from call function nodes #jira None Change 3750475 by Dan.Oconnor Tick source control module when the perforce control settings is active and a dialog is displayed. This allows you to select a workspace when the save dialog is open #jira None Change 3750866 by Mason.Seay Updated disabled tests. Deleted some assets/maps that need complete re-evaluation Change 3754841 by Ben.Zeigler #jira UE-51932 Add bShouldManagerDetermineTypeAndName option to AssetManagerSettings, when enabled this uses the ini settings to determine what the PrimaryAssetId should be a for a PrimaryAsset, instead of relying on the asset to implement the GetPrimaryAssetId native function. If you enable this option, both the editor and cooked builds will support blueprint-only Primary Assets without having to subclass PrimaryDataAsset, but in a large game determining the PrimaryAssetId can be slow. Update EngineTests to cover this case Change 3755743 by Marc.Audy PR #4218: Corrected Invalidate FTimerHandle tooltip (Contributed by projectgheist) #jira UE-52355 #jira UE-52296 Change 3755980 by Marc.Audy Go back to using function local statics for tickable arrays because some modules will start using them prior to the unrealed module getting initialized so any entries at that point will be wiped out. #jira UE-51955 [CL 3756414 by Marc Audy in Main branch]
2017-11-14 13:54:34 -05:00
// Engine plugin header paths are converted to be relative to the engine source directory. This path is added first by UBT.
FPaths::MakePathRelativeTo(PackPath, *EngineSourceDir);
}
else if (PackPath.StartsWith(ProjectPluginsDir))
{
// Project plugin header paths are converted to be relative to the project source directory. This is the CWD when building with UBT.
FPaths::MakePathRelativeTo(PackPath, *ProjectSourceDir);
}
else if (!PackPath.RemoveFromStart(EngineSourceDir) && !PackPath.RemoveFromStart(ProjectSourceDir))
{
// Engine and project header files are cropped and left relative to their respective source directories. Any other
// header path will get trimmed down to just the filename, and must be located in an include path that's exposed to UBT.
PackPath = FPaths::GetCleanFilename(PackPath);
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
}
bool bAlreadyIncluded = false;
AlreadyIncluded.Add(PackPath, &bAlreadyIncluded);
if (!bAlreadyIncluded)
{
FIncludeHeaderHelper::EmitIncludeHeader(Dst, *PackPath, false);
}
}
}
}
for (auto Type : Declarations)
{
if (auto ForwardDeclaredType = Cast<UClass>(Type))
{
Dst.AddLine(FString::Printf(TEXT("class %s;"), *FEmitHelper::GetCppName(ForwardDeclaredType)));
}
}
}
};
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
/*
* This struct adds included headers of necessary wrappers (for unconverted BPs). The list of needed wrappers is filled while generating the code. See FEmitterLocalContext::MarkUnconvertedClassAsNecessary.
*/
struct FIncludedUnconvertedWrappers
{
FEmitterLocalContext& Context;
bool bInludeInBody;
static const TCHAR* Placeholder()
{
return TEXT("//PlaceholderForUnconvertedWrappersInlude");
}
static void AddPlaceholder(FEmitterLocalContext& InContext, bool bInInludeInBody)
{
(bInInludeInBody ? InContext.Body : InContext.Header).AddLine(Placeholder());
}
static void FillPlaceholder(FEmitterLocalContext& InContext, bool bInInludeInBody)
{
FCodeText AdditionalIncludes;
TSet<FString> DummyStrSet;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
FIncludeHeaderHelper::EmitInner(AdditionalIncludes, InContext.UsedUnconvertedWrapper, TSet<UField*>{}, InContext.NativizationOptions, DummyStrSet);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
(bInInludeInBody ? InContext.Body : InContext.Header).Result.ReplaceInline(Placeholder(), *AdditionalIncludes.Result);
}
FIncludedUnconvertedWrappers(FEmitterLocalContext& InContext, bool bInInludeInBody)
: Context(InContext)
, bInludeInBody(bInInludeInBody)
{
AddPlaceholder(Context, bInludeInBody);
}
~FIncludedUnconvertedWrappers()
{
FillPlaceholder(Context, bInludeInBody);
}
};
FString FBlueprintCompilerCppBackendBase::GenerateCodeFromClass(UClass* SourceClass, TIndirectArray<FKismetFunctionContext>& Functions, bool bGenerateStubsOnly, const FCompilerNativizationOptions& NativizationOptions, FString& OutCppBody)
{
CleanBackend();
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
for (auto& FunctionContext : Functions)
{
if (FunctionContext.bIsUbergraph)
{
UberGraphContext = &FunctionContext;
for (int32 ExecutionGroupIndex = 0; ExecutionGroupIndex < FunctionContext.UnsortedSeparateExecutionGroups.Num(); ++ExecutionGroupIndex)
{
TSet<UEdGraphNode*>& ExecutionGroup = FunctionContext.UnsortedSeparateExecutionGroups[ExecutionGroupIndex];
for (UEdGraphNode* LocNode : ExecutionGroup)
{
TArray<FBlueprintCompiledStatement*>* LocStatementsPtr = FunctionContext.StatementsPerNode.Find(LocNode);
if (ensure(LocStatementsPtr))
{
for (FBlueprintCompiledStatement* LocStatement : *LocStatementsPtr)
{
UberGraphStatementToExecutionGroup.Add(LocStatement, ExecutionGroupIndex);
}
}
}
}
break;
}
}
// use GetBaseFilename() so that we can coordinate #includes and filenames
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
auto CleanCppClassName = FEmitHelper::GetBaseFilename(SourceClass, NativizationOptions);
auto CppClassName = FEmitHelper::GetCppName(SourceClass);
Allow nativized Blueprint types to instance other nativized Blueprint types as subobjects when they have one or more non-Blueprint asset preload dependencies (e.g. non-native UMG widgets). Change summary: - Added a shared cache to FGatherConvertedClassDependencies. The ctor is now protected and access is done through the static Get() method. This prevents redundant dependency list gathering for a previously-queried class/struct type. - Switched FGatherConvertedClassDependencies::Assets from a TArray to a TSet (for consistency w/ the other dependency lists). - Added FGatherConvertedClassDependenciesHelperBase::AddAssetDependency() to consolidate the addition of non-converted type asset dependencies (for consistency and easier maintenance). - Added FGatherConvertedClassDependencies::GatherAssetsReferencedByConvertedTypes() as a utility method for building a nested asset dependency chain when converted subobject types are involved. - Modified FFakeImportTableHelper::GetClassesOfSubobjects() to flag nested asset dependencies as CDO preload dependencies for EDL on the outermost converted type. This ensures dependencies will be loaded prior to CDO construction before instancing subobjects of a converted class type. - Modified FGatherConvertedClassDependencies::AllDependencies() to include nested asset dependencies; this ensures they're included when we're generating the code needed to support the linker's "fake" export table at runtime. - Some misc. cleanup; replaced a few instances of 'auto' with explicit types and updated a few lambda capture lists in place of previous use of '&' as a catch-all. #jira UE-62514 #rb Dan.OConnor [CL 4541116 by Phillip Kavan in Dev-Framework branch]
2018-11-05 15:55:31 -05:00
TSharedPtr<FGatherConvertedClassDependencies> Dependencies = FGatherConvertedClassDependencies::Get(SourceClass, NativizationOptions);
FNativizationSummaryHelper::RegisterRequiredModules(NativizationOptions.PlatformName, Dependencies->RequiredModuleNames);
FEmitterLocalContext EmitterContext(Dependencies.ToSharedRef().Get(), NativizationOptions);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
Allow nativized Blueprint types to instance other nativized Blueprint types as subobjects when they have one or more non-Blueprint asset preload dependencies (e.g. non-native UMG widgets). Change summary: - Added a shared cache to FGatherConvertedClassDependencies. The ctor is now protected and access is done through the static Get() method. This prevents redundant dependency list gathering for a previously-queried class/struct type. - Switched FGatherConvertedClassDependencies::Assets from a TArray to a TSet (for consistency w/ the other dependency lists). - Added FGatherConvertedClassDependenciesHelperBase::AddAssetDependency() to consolidate the addition of non-converted type asset dependencies (for consistency and easier maintenance). - Added FGatherConvertedClassDependencies::GatherAssetsReferencedByConvertedTypes() as a utility method for building a nested asset dependency chain when converted subobject types are involved. - Modified FFakeImportTableHelper::GetClassesOfSubobjects() to flag nested asset dependencies as CDO preload dependencies for EDL on the outermost converted type. This ensures dependencies will be loaded prior to CDO construction before instancing subobjects of a converted class type. - Modified FGatherConvertedClassDependencies::AllDependencies() to include nested asset dependencies; this ensures they're included when we're generating the code needed to support the linker's "fake" export table at runtime. - Some misc. cleanup; replaced a few instances of 'auto' with explicit types and updated a few lambda capture lists in place of previous use of '&' as a catch-all. #jira UE-62514 #rb Dan.OConnor [CL 4541116 by Phillip Kavan in Dev-Framework branch]
2018-11-05 15:55:31 -05:00
UClass* OriginalSourceClass = Dependencies->FindOriginalClass(SourceClass);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050029 on 2016/07/14 by Ben.Cosh This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data. #Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level. #Proj BlueprintProfiler, Kismet, UnrelEd - This also improves the execution graph UI, notifying the user that no instances are available to display data from. Change 3101549 on 2016/08/25 by Maciej.Mroz BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html Change 3101811 on 2016/08/25 by Ryan.Rauschkolb BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros #jira UE-34503 Change 3102478 on 2016/08/26 by Maciej.Mroz #jira UE-35135 - Odin compiles with errors when using Blueprint nativization BP Nativization: - improved native cast - improved bool handling Change 3102944 on 2016/08/26 by Phillip.Kavan [UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime. change summary: - modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags. - modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side). - switched the RecursivePropertyGatherLambda helper to a static class method instead - modified the RecursivePropertyGather utility method to exclude transient properties. notes: - the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether. #jira UE-33017 Change 3103692 on 2016/08/27 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3104266 on 2016/08/29 by Ben.Marsh Add test script to native assets for QAGame. Change 3104399 on 2016/08/29 by Ben.Marsh Fix missing property warning in build script. Change 3104419 on 2016/08/29 by Maciej.Mroz #jira UE-35135 Odin compiles with errors when using Blueprint nativization - Reduced number of DynamicCLass instance dependencies - Fixed UDS default values dependencies - Improved WeakObjPtr handling - Improved const parameters handling Change 3104474 on 2016/08/29 by Ryan.Rauschkolb BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow #jira UE-35245 Change 3105605 on 2016/08/30 by Maciej.Mroz Temp change: CIS Test Change 3105738 on 2016/08/30 by Maciej.Mroz UAT, CIS: testing NoRecompileUAT switch. Change 3105800 on 2016/08/30 by Maciej.Mroz UAT, CIS, Nativization: - reverted NoRecompileUAT switch. - testing nativization with -nocompileeditor flag and without -compile flag Change 3106162 on 2016/08/30 by Maciej.Mroz UAT, CIS, Nativization: -NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error. - Ugly hack removed. Change 3106261 on 2016/08/30 by Phillip.Kavan [UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping. change summary: - added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant). - moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode(). - re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result. - changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead. - modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert). #jira UE-34705 Change 3106478 on 2016/08/30 by Ben.Marsh Include *.uasset files on builders running the NativizeAssets job. Change 3107514 on 2016/08/31 by Ben.Cosh This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state. #Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected. #Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap #Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros #Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time #Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working #Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes #Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds #Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row. #Proj GraphEditor, Kismet, BlueprintProfiler, Change 3108268 on 2016/08/31 by Ben.Cosh Minor change from profiler review sessions to move macro timing to average stats. #Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time #Proj Kismet Change 3108991 on 2016/08/31 by Maciej.Mroz UAT, CIS, Nativization: Test separate cooking and compiling Change 3110097 on 2016/09/01 by Ben.Cosh Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug. #Jira UE-35377 - Blueprint macros highlighting white in profiler #Jira UE-34973 - Remove Ghost Nodes #Proj Kismet, BlueprintProfiler Change 3114553 on 2016/09/06 by Dan.Oconnor Support for TMap/TSet in blueprint variable editor panel #jira UE-2114 Change 3116367 on 2016/09/07 by Dan.Oconnor Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType #jira UE-2114, UE-35676 Change 3116663 on 2016/09/07 by Dan.Oconnor Fix for array functions showing up with TSet and TMap pins #jira UE-2114 Change 3118259 on 2016/09/08 by Ryan.Rauschkolb BP Profiler: Fixed Assert when profiling parent/child Blueprint #jira UE-35487 Change 3119023 on 2016/09/09 by Maciej.Mroz Manually integrated (from Odin branch) recent changes related to BP and nativization: 3115713 UE-35448 3117590 UE-35697 3117742 ODIN-577 Change 3119058 on 2016/09/09 by Maciej.Mroz #jira UE-32841 GitHub 2574 : fix typos #2574 https://github.com/EpicGames/UnrealEngine/pull/2574 Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private. Change 3119302 on 2016/09/09 by Maciej.Mroz #jira UE-35584 Orion - nativized server crashes Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration. Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) . Change 3119502 on 2016/09/09 by Mike.Beach When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.) #jira UE-35609 Change 3119517 on 2016/09/09 by Ryan.Rauschkolb Added blueprint editor settings option to display unique names for blueprint nodes Change 3119602 on 2016/09/09 by Maciej.Mroz #jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction Added stats about nativized AnimBP Mechanism to exlcude reducible AnimBP Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false Change 3119615 on 2016/09/09 by Maciej.Mroz Missing change (should be part of cl#3119602) Change 3119619 on 2016/09/09 by Maciej.Mroz #jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction Excluding all AnimBP from Orion nativization. Change 3120752 on 2016/09/12 by Maciej.Mroz #jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset() Removed unnecessary ensure Change 3121354 on 2016/09/12 by Dan.Oconnor Fixed variable type width, required for TMap's extra combobox. Change 3121626 on 2016/09/12 by Phillip.Kavan [UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard. Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel. change summary: - modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush). #jira UE-35456 Change 3122712 on 2016/09/13 by Maciej.Mroz #jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141] Replaced "check" with "ensure". Change 3124398 on 2016/09/14 by Maciej.Mroz More strict BP validation in UBlueprintThumbnailRenderer::Draw #jira UE-35705 Change 3124405 on 2016/09/14 by Maciej.Mroz #jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints Function Libraries are properly added to dependencies list while nativization. Change 3124667 on 2016/09/14 by Maciej.Mroz #jira UE-35262 Incompatible pins give generate warning, when error is necessary. Fixed incompatible pins validation. Change 3125245 on 2016/09/14 by Phillip.Kavan [UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view. change summary: - modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path - modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time - exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants #jira UE-33674 Change 3126211 on 2016/09/15 by Maciej.Mroz #jira UE-36016 Struct pin can be connected to Object pin without error Change 3126393 on 2016/09/15 by Maciej.Mroz #jira UE-35936 Replace "check" by "ensure". Change 3126623 on 2016/09/15 by Maciej.Mroz #jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag(). Change 3127288 on 2016/09/15 by Mike.Beach Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion). Change 3127375 on 2016/09/15 by Mike.Beach Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename). Change 3127381 on 2016/09/15 by Mike.Beach Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load). Change 3127476 on 2016/09/15 by Dan.Oconnor Build fix #jira UE-36073 Change 3128335 on 2016/09/16 by Maciej.Mroz #jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile Fixed broken BP assets. Change 3128589 on 2016/09/16 by Mike.Beach Fixing a static analysis CIS warning (duplicated condition). Change 3128630 on 2016/09/16 by Dan.Oconnor Re-fix with engine version set Change 3129338 on 2016/09/16 by Dan.Oconnor =FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented) +SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary) #jira UE-2114 [CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
ensure(OriginalSourceClass != SourceClass);
FNativizationSummaryHelper::RegisterClass(OriginalSourceClass);
EmitFileBeginning(CleanCppClassName, EmitterContext);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2984628) ========================== MAJOR FEATURES + CHANGES ========================== Change 2972003 on 2016/05/10 by Maciej.Mroz Fixed build process for nativized Orion. When UBT commandline includes "-2015" switch, the Orion will be compiled with VS2015. Change 2972004 on 2016/05/10 by Maciej.Mroz Removed unnecessary comment Change 2972177 on 2016/05/10 by Maciej.Mroz Changed check() in UEdGraphSchema_K2::CreateSubstituteNode into ensure(). It fails for BP_GMM_Trainer asser (from Orion). Change 2972313 on 2016/05/10 by Ben.Cosh Adding support for the blueprint profiler execution path wire heat display which includes SlateCore support for color gradient splines. #UEBP-103 - Execution path wire heat display #Proj BlueprintProfiler, GraphEditor, Kismet, UnrealEd, SlateCore #CodeReview Phillip.Kavan Change 2974089 on 2016/05/11 by Maciej.Mroz #jira UE-30557 NaN value is replaced by 0.0f while nativization. Change 2974447 on 2016/05/11 by Maciej.Mroz Fixed (in nativized code) strange C4883 error in VS2015 update 2. Change 2974601 on 2016/05/11 by Mike.Beach Fixing FText formatting warning, coming from the GameMode menu. #jira UE-29901 Change 2974882 on 2016/05/11 by Dan.Oconnor Fix for changes that only affected case being dropped by the blueprint editor (only effectied pins in graph view) #jira UE-29750 Change 2977298 on 2016/05/13 by Ryan.Rauschkolb Fixed Spelling error in Tooltip for "Save On Compile" in BP Editor #jira UE-20392 Change 2977299 on 2016/05/13 by Ryan.Rauschkolb Fixed Wrong Tooltip for "Keywords" and "Compact Node" in Macro Library Derived from an Actor #jira UE-29894 Change 2977486 on 2016/05/13 by Ryan.Rauschkolb Fixed "Asterisk" is misspelled as "Asterix" in a Blueprint Node #jira UE-21579 Change 2977497 on 2016/05/13 by Mike.Beach Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2977898 on 2016/05/14 by Maciej.Mroz BP Nativization: Name of native enum (converted from UDE) is mangled. Change 2977915 on 2016/05/14 by Maciej.Mroz Fixed UKismetNodeHelperLibrary::GetValidValue Change 2978934 on 2016/05/16 by Maciej.Mroz Blueprint nativiation fix: Original owner od delegate is no longer added as "header dependency". THe delegates signatures are recreated in local scope anyway. This change solves some circularly dependent headers errors (UHT error) Change 2978985 on 2016/05/16 by Bob.Tellez Duplicating CL#2969542 from //Fortnite/Main #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2979069 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone A too strict check (in UEdGraphSchema_K2::ArePinTypesCompatible) is replaced by an error log. Change 2980131 on 2016/05/17 by Ben.Cosh This changes the macro displays in the execution graph to improve the logical layout of stats. #Jira UEBP-192 - Update the macro appearance in the execution graph #Proj Kismet, BlueprintProfiler Change 2980483 on 2016/05/17 by Ryan.Rauschkolb Fixed Copy/paste of Make Array loses type and values #jira UE-16240 Change 2980764 on 2016/05/17 by Ryan.Rauschkolb Added "Get All Actors With Tag" node #jira UE-28769 Change 2982120 on 2016/05/18 by Mike.Beach Preventing a crash that can happen when a UWorld TObjectIterator hits worlds that aren't in the engine's WorldList. Change 2983265 on 2016/05/19 by Ben.Cosh Fix for Blueprint profiler Min/Max stats considering both exclusive and inclusive timings #Jira UE-31004 - The blueprint profiler displays different values for min and max stats when only a single sample is present. #Proj Kismet #lockdown nick.penwarden [CL 2985633 by Dan Oconnor in Main branch]
2016-05-20 16:22:44 -04:00
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const TCHAR* PlaceholderForInlinedStructInlude = TEXT("//PlaceholderForInlinedStructInlude");
const bool bIsInterface = SourceClass->IsChildOf<UInterface>();
if (!bIsInterface)
{
EmitterContext.Body.AddLine(PlaceholderForInlinedStructInlude);
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
const bool bHasStaticSearchableValues = FBackendHelperStaticSearchableValues::HasSearchableValues(SourceClass);
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
FIncludedUnconvertedWrappers IncludedUnconvertedWrappers(EmitterContext, true);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
// C4883 is a strange error (for big functions), introduced in VS2015 update 2
FDisableUnwantedWarningOnScope DisableUnwantedWarningOnScope(EmitterContext.Body);
// Class declaration
if (bIsInterface)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
EmitterContext.Header.AddLine(FString::Printf(TEXT("UINTERFACE(Blueprintable, %s)"), *FEmitHelper::ReplaceConvertedMetaData(OriginalSourceClass)));
EmitterContext.Header.AddLine(FString::Printf(TEXT("class %s : public UInterface"), *FEmitHelper::GetCppName(SourceClass, true)));
EmitterContext.Header.AddLine(TEXT("{"));
EmitterContext.Header.IncreaseIndent();
EmitterContext.Header.AddLine(TEXT("GENERATED_BODY()"));
EmitterContext.Header.AddLine(TEXT("static void __CustomDynamicClassInitialization(UDynamicClass* InDynamicClass) {}"));
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("};"));
EmitterContext.Header.AddLine(FString::Printf(TEXT("class %s"), *CppClassName));
}
else
{
TArray<FString> AdditionalMD;
const FString ReplaceConvertedMD = FEmitHelper::GenerateReplaceConvertedMD(OriginalSourceClass);
if (!ReplaceConvertedMD.IsEmpty())
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
AdditionalMD.Add(ReplaceConvertedMD);
}
if (bHasStaticSearchableValues)
{
AdditionalMD.Add(FBackendHelperStaticSearchableValues::GenerateClassMetaData(SourceClass));
}
// AdditionalMD.Add(FString::Printf(TEXT("CustomDynamicClassInitialization=\"%s::__CustomDynamicClassInitialization\""), *CppClassName));
const FString DefinedConfigName = (OriginalSourceClass->ClassConfigName == NAME_None) ? FString() : FString::Printf(TEXT("config=%s, "), *OriginalSourceClass->ClassConfigName.ToString());
EmitterContext.Header.AddLine(FString::Printf(TEXT("UCLASS(%s%s%s)")
, *DefinedConfigName
, (!SourceClass->IsChildOf<UBlueprintFunctionLibrary>()) ? TEXT("Blueprintable, BlueprintType, ") : TEXT("")
, *FEmitHelper::HandleMetaData(FFieldVariant(), false, &AdditionalMD)));
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
UClass* SuperClass = SourceClass->GetSuperClass();
FString ClassDefinition = FString::Printf(TEXT("class %s : public %s"), *CppClassName, *FEmitHelper::GetCppName(SuperClass));
for (auto& ImplementedInterface : SourceClass->Interfaces)
{
if (ImplementedInterface.Class)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
ClassDefinition += FString::Printf(TEXT(", public %s"), *FEmitHelper::GetCppName(ImplementedInterface.Class));
}
}
EmitterContext.Header.AddLine(ClassDefinition);
}
// Begin scope
EmitterContext.Header.AddLine(TEXT("{"));
EmitterContext.Header.AddLine(TEXT("public:"));
EmitterContext.Header.IncreaseIndent();
EmitterContext.Header.AddLine(TEXT("GENERATED_BODY()"));
DeclareDelegates(EmitterContext, Functions);
EmitStructProperties(EmitterContext, SourceClass);
{
IBlueprintCompilerCppBackendModule& BackEndModule = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
TSharedPtr<FNativizationSummary> NativizationSummary = BackEndModule.NativizationSummary();
if (NativizationSummary.IsValid())
{
for (TFieldIterator<FProperty> It(SourceClass, EFieldIteratorFlags::ExcludeSuper); It; ++It)
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
FProperty* Property = *It;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
if (Property && Property->HasAllPropertyFlags(CPF_Transient | CPF_DuplicateTransient))
{
NativizationSummary->MemberVariablesFromGraph++;
}
}
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
TSharedPtr<FGatherConvertedClassDependencies> ParentDependencies;
// Emit function declarations and definitions (writes to header and body simultaneously)
if (!bIsInterface)
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
UBlueprintGeneratedClass* BPGC = CastChecked<UBlueprintGeneratedClass>(EmitterContext.GetCurrentlyGeneratedClass());
UBlueprintGeneratedClass* ParentBPGC = Cast<UBlueprintGeneratedClass>(BPGC->GetSuperClass());
Allow nativized Blueprint types to instance other nativized Blueprint types as subobjects when they have one or more non-Blueprint asset preload dependencies (e.g. non-native UMG widgets). Change summary: - Added a shared cache to FGatherConvertedClassDependencies. The ctor is now protected and access is done through the static Get() method. This prevents redundant dependency list gathering for a previously-queried class/struct type. - Switched FGatherConvertedClassDependencies::Assets from a TArray to a TSet (for consistency w/ the other dependency lists). - Added FGatherConvertedClassDependenciesHelperBase::AddAssetDependency() to consolidate the addition of non-converted type asset dependencies (for consistency and easier maintenance). - Added FGatherConvertedClassDependencies::GatherAssetsReferencedByConvertedTypes() as a utility method for building a nested asset dependency chain when converted subobject types are involved. - Modified FFakeImportTableHelper::GetClassesOfSubobjects() to flag nested asset dependencies as CDO preload dependencies for EDL on the outermost converted type. This ensures dependencies will be loaded prior to CDO construction before instancing subobjects of a converted class type. - Modified FGatherConvertedClassDependencies::AllDependencies() to include nested asset dependencies; this ensures they're included when we're generating the code needed to support the linker's "fake" export table at runtime. - Some misc. cleanup; replaced a few instances of 'auto' with explicit types and updated a few lambda capture lists in place of previous use of '&' as a catch-all. #jira UE-62514 #rb Dan.OConnor [CL 4541116 by Phillip Kavan in Dev-Framework branch]
2018-11-05 15:55:31 -05:00
ParentDependencies = FGatherConvertedClassDependencies::Get(ParentBPGC, NativizationOptions);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
EmitterContext.Header.AddLine(FString::Printf(TEXT("%s(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());"), *CppClassName));
EmitterContext.Header.AddLine(TEXT("virtual void PostLoadSubobjects(FObjectInstancingGraph* OuterInstanceGraph) override;"));
EmitterContext.Header.AddLine(TEXT("static void __CustomDynamicClassInitialization(UDynamicClass* InDynamicClass);"));
EmitterContext.Header.AddLine(TEXT("static void __StaticDependenciesAssets(TArray<FBlueprintDependencyData>& AssetsToLoad);"));
EmitterContext.Header.AddLine(TEXT("static void __StaticDependencies_DirectlyUsedAssets(TArray<FBlueprintDependencyData>& AssetsToLoad);"));
if (bHasStaticSearchableValues)
{
FBackendHelperStaticSearchableValues::EmitFunctionDeclaration(EmitterContext);
FBackendHelperStaticSearchableValues::EmitFunctionDefinition(EmitterContext);
}
FEmitDefaultValueHelper::GenerateConstructor(EmitterContext);
FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization(EmitterContext, ParentDependencies);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
// Create the state map
for (int32 i = 0; i < Functions.Num(); ++i)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
StateMapPerFunction.Add(FFunctionLabelInfo());
FunctionIndexMap.Add(&Functions[i], i);
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
for (int32 i = 0; i < Functions.Num(); ++i)
{
if (Functions[i].IsValid())
{
ConstructFunction(Functions[i], EmitterContext, bGenerateStubsOnly);
}
}
EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("public:"));
EmitterContext.Header.IncreaseIndent();
FBackendHelperUMG::WidgetFunctionsInHeader(EmitterContext);
EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("};"));
if (!bIsInterface)
{
// must be called after GenerateConstructor and GenerateCustomDynamicClassInitialization and other functions implementation
// now we knows which assets are directly used in source code
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
FEmitDefaultValueHelper::AddStaticFunctionsForDependencies(EmitterContext, ParentDependencies, NativizationOptions);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
FEmitDefaultValueHelper::AddRegisterHelper(EmitterContext);
}
FEmitHelper::EmitLifetimeReplicatedPropsImpl(EmitterContext);
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
FIncludeHeaderHelper::EmitInner(AdditionalIncludes, EmitterContext.StructsUsedAsInlineValues, TSet<UField*>{}, EmitterContext.NativizationOptions, DummyStrSet);
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
EmitterContext.Body.Result.ReplaceInline(PlaceholderForInlinedStructInlude, *AdditionalIncludes.Result);
}
CleanBackend();
OutCppBody = EmitterContext.Body.Result;
return EmitterContext.Header.Result;
}
static void PropertiesUsedByStatement(FBlueprintCompiledStatement* Statement, TSet<FProperty*>& Properties)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3058607 on 2016/07/20 by Mike.Beach Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer). Change 3059586 on 2016/07/21 by Maciej.Mroz Added comments Change 3061614 on 2016/07/22 by Ben.Cosh Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru. #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Proj BlueprintProfiler Change 3061686 on 2016/07/22 by Mike.Beach Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other. Change 3061760 on 2016/07/22 by Ben.Cosh Minor refactor of the delegate event code in the profiler to fix some stubborn issues. #Jira UE-33466 - Key events still have problems with recording event stats correctly #Proj BlueprintProfiler, Kismet Change 3061819 on 2016/07/22 by Maciej.Mroz #jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order Force a overriden function to have the same parameter's order as the original one. Change 3061854 on 2016/07/22 by Bob.Tellez Duplicate CL#3058653 //Fortnite/Main #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3062634 on 2016/07/23 by Mike.Beach Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well. Change 3062926 on 2016/07/25 by Ben.Cosh Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions. #Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph - Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely - Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events. Change 3063406 on 2016/07/25 by Ben.Cosh Modifying the execution graph selection highlight coloring. #Jira none #Proj EditorStyle Change 3063505 on 2016/07/25 by Ben.Cosh The blueprint profiler tunnel mapping was missing a call seek past reroute nodes #Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication #Proj BlueprintProfiler Change 3063508 on 2016/07/25 by Ben.Cosh Fixed a minor bug in the stat creation code that reported tunnel pure timings twice. #Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view #Proj Kismet Change 3063511 on 2016/07/25 by Ben.Cosh Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler. #Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view #Proj BlueprintProfiler Change 3063627 on 2016/07/25 by Maciej.Mroz #jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint Removed premature validation. Change 3064349 on 2016/07/26 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.) It reduces size of executable file (2MB in Orion.exe dev config). It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases). Change 3064788 on 2016/07/26 by Ryan.Rauschkolb Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis #UE-31931 Change 3064828 on 2016/07/26 by Ryan.Rauschkolb Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature) #jira UE-32038 Change 3064966 on 2016/07/26 by Ryan.Rauschkolb Fixed Comment bubbles don't handle widget visibility correctly #UE-21278 Change 3068095 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty. -It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller. -It reduces the number of FindField function calls and stativ variables in the nativized code. List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled). Change 3068122 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Hardcoded asset paths are split, so string literals can be better reused. Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor. It reduced the size of OrionGame.exe 1MB. Change 3068159 on 2016/07/28 by Maciej.Mroz #jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint #2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz) Change 3069715 on 2016/07/29 by Maciej.Mroz #jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237] UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid. Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization. Change 3070569 on 2016/07/29 by Bob.Tellez Duplicating CL#3070518 from //Fortnite/Main #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3071292 on 2016/07/30 by Mike.Beach Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072078 on 2016/08/01 by Maciej.Mroz #jira UE-33423, UE-33860 Removed too strint ensures. Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature. Change 3072166 on 2016/08/01 by Dan.Oconnor PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de) #jira UE-32997 Change 3072614 on 2016/08/01 by Mike.Beach Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 #codreview Maciej.Mroz, Phillip.Kavan Change 3073939 on 2016/08/02 by Dan.Oconnor Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578 #jira UE-19062 Change 3075793 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Don't make parent BP package dirty, when a component in child BP was modified. Change 3076990 on 2016/08/04 by Ben.Cosh This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced. #Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Proj Kismet, BlueprintProfiler, BlueprintGraph - Fixed inline event detection ( it was causing function stats to fail, happened across it ) - Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels. - Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time. - Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them. - Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes ) - Fixed an issue with script perf data that caused nan's with no samples. - Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings. - Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role. - Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings ) Change 3079235 on 2016/08/05 by Phillip.Kavan Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once. #Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid() #Proj BlueprintProfiler, Kismet - Fixed the code to focus observed pins - Fixed event pin mapping code that was failing when linked directly to a tunnel node. Note: Submitting on behalf of BenC (per MikeB). Change 3080417 on 2016/08/08 by Ben.Cosh This fixes the way execution path stats are calculated. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet Change 3080484 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Change 3080571 on 2016/08/08 by Ben.Cosh This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet [CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
if (Statement)
{
for (FBPTerminal* Terminal : Statement->RHS)
{
if (Terminal)
{
Properties.Add(Terminal->AssociatedVarProperty);
PropertiesUsedByStatement(Terminal->InlineGeneratedParameter, Properties);
}
}
if (Statement->FunctionContext)
{
Properties.Add(Statement->FunctionContext->AssociatedVarProperty);
PropertiesUsedByStatement(Statement->FunctionContext->InlineGeneratedParameter, Properties);
}
if (Statement->LHS)
{
Properties.Add(Statement->LHS->AssociatedVarProperty);
PropertiesUsedByStatement(Statement->LHS->InlineGeneratedParameter, Properties);
}
}
}
/** Emits local variable declarations for a function */
static void DeclareLocalVariables(FEmitterLocalContext& EmitterContext, TArray<FProperty*>& LocalVariables, FKismetFunctionContext& FunctionContext, int32 ExecutionGroup)
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3058607 on 2016/07/20 by Mike.Beach Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer). Change 3059586 on 2016/07/21 by Maciej.Mroz Added comments Change 3061614 on 2016/07/22 by Ben.Cosh Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru. #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Proj BlueprintProfiler Change 3061686 on 2016/07/22 by Mike.Beach Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other. Change 3061760 on 2016/07/22 by Ben.Cosh Minor refactor of the delegate event code in the profiler to fix some stubborn issues. #Jira UE-33466 - Key events still have problems with recording event stats correctly #Proj BlueprintProfiler, Kismet Change 3061819 on 2016/07/22 by Maciej.Mroz #jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order Force a overriden function to have the same parameter's order as the original one. Change 3061854 on 2016/07/22 by Bob.Tellez Duplicate CL#3058653 //Fortnite/Main #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3062634 on 2016/07/23 by Mike.Beach Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well. Change 3062926 on 2016/07/25 by Ben.Cosh Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions. #Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph - Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely - Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events. Change 3063406 on 2016/07/25 by Ben.Cosh Modifying the execution graph selection highlight coloring. #Jira none #Proj EditorStyle Change 3063505 on 2016/07/25 by Ben.Cosh The blueprint profiler tunnel mapping was missing a call seek past reroute nodes #Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication #Proj BlueprintProfiler Change 3063508 on 2016/07/25 by Ben.Cosh Fixed a minor bug in the stat creation code that reported tunnel pure timings twice. #Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view #Proj Kismet Change 3063511 on 2016/07/25 by Ben.Cosh Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler. #Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view #Proj BlueprintProfiler Change 3063627 on 2016/07/25 by Maciej.Mroz #jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint Removed premature validation. Change 3064349 on 2016/07/26 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.) It reduces size of executable file (2MB in Orion.exe dev config). It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases). Change 3064788 on 2016/07/26 by Ryan.Rauschkolb Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis #UE-31931 Change 3064828 on 2016/07/26 by Ryan.Rauschkolb Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature) #jira UE-32038 Change 3064966 on 2016/07/26 by Ryan.Rauschkolb Fixed Comment bubbles don't handle widget visibility correctly #UE-21278 Change 3068095 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty. -It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller. -It reduces the number of FindField function calls and stativ variables in the nativized code. List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled). Change 3068122 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Hardcoded asset paths are split, so string literals can be better reused. Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor. It reduced the size of OrionGame.exe 1MB. Change 3068159 on 2016/07/28 by Maciej.Mroz #jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint #2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz) Change 3069715 on 2016/07/29 by Maciej.Mroz #jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237] UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid. Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization. Change 3070569 on 2016/07/29 by Bob.Tellez Duplicating CL#3070518 from //Fortnite/Main #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3071292 on 2016/07/30 by Mike.Beach Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072078 on 2016/08/01 by Maciej.Mroz #jira UE-33423, UE-33860 Removed too strint ensures. Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature. Change 3072166 on 2016/08/01 by Dan.Oconnor PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de) #jira UE-32997 Change 3072614 on 2016/08/01 by Mike.Beach Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 #codreview Maciej.Mroz, Phillip.Kavan Change 3073939 on 2016/08/02 by Dan.Oconnor Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578 #jira UE-19062 Change 3075793 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Don't make parent BP package dirty, when a component in child BP was modified. Change 3076990 on 2016/08/04 by Ben.Cosh This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced. #Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Proj Kismet, BlueprintProfiler, BlueprintGraph - Fixed inline event detection ( it was causing function stats to fail, happened across it ) - Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels. - Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time. - Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them. - Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes ) - Fixed an issue with script perf data that caused nan's with no samples. - Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings. - Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role. - Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings ) Change 3079235 on 2016/08/05 by Phillip.Kavan Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once. #Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid() #Proj BlueprintProfiler, Kismet - Fixed the code to focus observed pins - Fixed event pin mapping code that was failing when linked directly to a tunnel node. Note: Submitting on behalf of BenC (per MikeB). Change 3080417 on 2016/08/08 by Ben.Cosh This fixes the way execution path stats are calculated. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet Change 3080484 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Change 3080571 on 2016/08/08 by Ben.Cosh This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet [CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
{
const bool bUseExecutionGroup = ExecutionGroup >= 0;
TSet<FProperty*> PropertiesUsedByCurrentExecutionGroup;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3058607 on 2016/07/20 by Mike.Beach Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer). Change 3059586 on 2016/07/21 by Maciej.Mroz Added comments Change 3061614 on 2016/07/22 by Ben.Cosh Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru. #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Proj BlueprintProfiler Change 3061686 on 2016/07/22 by Mike.Beach Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other. Change 3061760 on 2016/07/22 by Ben.Cosh Minor refactor of the delegate event code in the profiler to fix some stubborn issues. #Jira UE-33466 - Key events still have problems with recording event stats correctly #Proj BlueprintProfiler, Kismet Change 3061819 on 2016/07/22 by Maciej.Mroz #jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order Force a overriden function to have the same parameter's order as the original one. Change 3061854 on 2016/07/22 by Bob.Tellez Duplicate CL#3058653 //Fortnite/Main #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3062634 on 2016/07/23 by Mike.Beach Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well. Change 3062926 on 2016/07/25 by Ben.Cosh Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions. #Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph - Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely - Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events. Change 3063406 on 2016/07/25 by Ben.Cosh Modifying the execution graph selection highlight coloring. #Jira none #Proj EditorStyle Change 3063505 on 2016/07/25 by Ben.Cosh The blueprint profiler tunnel mapping was missing a call seek past reroute nodes #Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication #Proj BlueprintProfiler Change 3063508 on 2016/07/25 by Ben.Cosh Fixed a minor bug in the stat creation code that reported tunnel pure timings twice. #Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view #Proj Kismet Change 3063511 on 2016/07/25 by Ben.Cosh Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler. #Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view #Proj BlueprintProfiler Change 3063627 on 2016/07/25 by Maciej.Mroz #jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint Removed premature validation. Change 3064349 on 2016/07/26 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.) It reduces size of executable file (2MB in Orion.exe dev config). It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases). Change 3064788 on 2016/07/26 by Ryan.Rauschkolb Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis #UE-31931 Change 3064828 on 2016/07/26 by Ryan.Rauschkolb Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature) #jira UE-32038 Change 3064966 on 2016/07/26 by Ryan.Rauschkolb Fixed Comment bubbles don't handle widget visibility correctly #UE-21278 Change 3068095 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty. -It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller. -It reduces the number of FindField function calls and stativ variables in the nativized code. List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled). Change 3068122 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Hardcoded asset paths are split, so string literals can be better reused. Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor. It reduced the size of OrionGame.exe 1MB. Change 3068159 on 2016/07/28 by Maciej.Mroz #jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint #2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz) Change 3069715 on 2016/07/29 by Maciej.Mroz #jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237] UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid. Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization. Change 3070569 on 2016/07/29 by Bob.Tellez Duplicating CL#3070518 from //Fortnite/Main #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3071292 on 2016/07/30 by Mike.Beach Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072078 on 2016/08/01 by Maciej.Mroz #jira UE-33423, UE-33860 Removed too strint ensures. Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature. Change 3072166 on 2016/08/01 by Dan.Oconnor PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de) #jira UE-32997 Change 3072614 on 2016/08/01 by Mike.Beach Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 #codreview Maciej.Mroz, Phillip.Kavan Change 3073939 on 2016/08/02 by Dan.Oconnor Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578 #jira UE-19062 Change 3075793 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Don't make parent BP package dirty, when a component in child BP was modified. Change 3076990 on 2016/08/04 by Ben.Cosh This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced. #Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Proj Kismet, BlueprintProfiler, BlueprintGraph - Fixed inline event detection ( it was causing function stats to fail, happened across it ) - Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels. - Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time. - Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them. - Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes ) - Fixed an issue with script perf data that caused nan's with no samples. - Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings. - Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role. - Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings ) Change 3079235 on 2016/08/05 by Phillip.Kavan Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once. #Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid() #Proj BlueprintProfiler, Kismet - Fixed the code to focus observed pins - Fixed event pin mapping code that was failing when linked directly to a tunnel node. Note: Submitting on behalf of BenC (per MikeB). Change 3080417 on 2016/08/08 by Ben.Cosh This fixes the way execution path stats are calculated. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet Change 3080484 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Change 3080571 on 2016/08/08 by Ben.Cosh This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet [CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
if (bUseExecutionGroup)
{
for (UEdGraphNode* Node : FunctionContext.UnsortedSeparateExecutionGroups[ExecutionGroup])
{
TArray<FBlueprintCompiledStatement*>* StatementList = FunctionContext.StatementsPerNode.Find(Node);
if (StatementList)
{
for (FBlueprintCompiledStatement* Statement : *StatementList)
{
PropertiesUsedByStatement(Statement, PropertiesUsedByCurrentExecutionGroup);
}
}
}
}
for (int32 i = 0; i < LocalVariables.Num(); ++i)
{
FProperty* LocalVariable = LocalVariables[i];
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3058607 on 2016/07/20 by Mike.Beach Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer). Change 3059586 on 2016/07/21 by Maciej.Mroz Added comments Change 3061614 on 2016/07/22 by Ben.Cosh Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru. #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Proj BlueprintProfiler Change 3061686 on 2016/07/22 by Mike.Beach Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other. Change 3061760 on 2016/07/22 by Ben.Cosh Minor refactor of the delegate event code in the profiler to fix some stubborn issues. #Jira UE-33466 - Key events still have problems with recording event stats correctly #Proj BlueprintProfiler, Kismet Change 3061819 on 2016/07/22 by Maciej.Mroz #jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order Force a overriden function to have the same parameter's order as the original one. Change 3061854 on 2016/07/22 by Bob.Tellez Duplicate CL#3058653 //Fortnite/Main #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3062634 on 2016/07/23 by Mike.Beach Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well. Change 3062926 on 2016/07/25 by Ben.Cosh Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions. #Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph - Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely - Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events. Change 3063406 on 2016/07/25 by Ben.Cosh Modifying the execution graph selection highlight coloring. #Jira none #Proj EditorStyle Change 3063505 on 2016/07/25 by Ben.Cosh The blueprint profiler tunnel mapping was missing a call seek past reroute nodes #Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication #Proj BlueprintProfiler Change 3063508 on 2016/07/25 by Ben.Cosh Fixed a minor bug in the stat creation code that reported tunnel pure timings twice. #Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view #Proj Kismet Change 3063511 on 2016/07/25 by Ben.Cosh Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler. #Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view #Proj BlueprintProfiler Change 3063627 on 2016/07/25 by Maciej.Mroz #jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint Removed premature validation. Change 3064349 on 2016/07/26 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.) It reduces size of executable file (2MB in Orion.exe dev config). It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases). Change 3064788 on 2016/07/26 by Ryan.Rauschkolb Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis #UE-31931 Change 3064828 on 2016/07/26 by Ryan.Rauschkolb Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature) #jira UE-32038 Change 3064966 on 2016/07/26 by Ryan.Rauschkolb Fixed Comment bubbles don't handle widget visibility correctly #UE-21278 Change 3068095 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty. -It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller. -It reduces the number of FindField function calls and stativ variables in the nativized code. List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled). Change 3068122 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Hardcoded asset paths are split, so string literals can be better reused. Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor. It reduced the size of OrionGame.exe 1MB. Change 3068159 on 2016/07/28 by Maciej.Mroz #jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint #2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz) Change 3069715 on 2016/07/29 by Maciej.Mroz #jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237] UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid. Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization. Change 3070569 on 2016/07/29 by Bob.Tellez Duplicating CL#3070518 from //Fortnite/Main #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3071292 on 2016/07/30 by Mike.Beach Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072078 on 2016/08/01 by Maciej.Mroz #jira UE-33423, UE-33860 Removed too strint ensures. Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature. Change 3072166 on 2016/08/01 by Dan.Oconnor PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de) #jira UE-32997 Change 3072614 on 2016/08/01 by Mike.Beach Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 #codreview Maciej.Mroz, Phillip.Kavan Change 3073939 on 2016/08/02 by Dan.Oconnor Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578 #jira UE-19062 Change 3075793 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Don't make parent BP package dirty, when a component in child BP was modified. Change 3076990 on 2016/08/04 by Ben.Cosh This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced. #Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Proj Kismet, BlueprintProfiler, BlueprintGraph - Fixed inline event detection ( it was causing function stats to fail, happened across it ) - Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels. - Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time. - Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them. - Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes ) - Fixed an issue with script perf data that caused nan's with no samples. - Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings. - Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role. - Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings ) Change 3079235 on 2016/08/05 by Phillip.Kavan Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once. #Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid() #Proj BlueprintProfiler, Kismet - Fixed the code to focus observed pins - Fixed event pin mapping code that was failing when linked directly to a tunnel node. Note: Submitting on behalf of BenC (per MikeB). Change 3080417 on 2016/08/08 by Ben.Cosh This fixes the way execution path stats are calculated. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet Change 3080484 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Change 3080571 on 2016/08/08 by Ben.Cosh This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet [CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
if (!bUseExecutionGroup || PropertiesUsedByCurrentExecutionGroup.Contains(LocalVariable))
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3152873) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3131279 on 2016/09/19 by Mike.Beach Fixing FText::Format warning for the Sub-Level Blueprints menu - Was using {LevelName} tag when there was no value for {LevelName} (defaulted to the first argument). #jira UE-36097 Change 3131318 on 2016/09/19 by Phillip.Kavan [UE-35690] Minor revisions to Blueprint SCS execution to improve efficiency and address an out-of-order registration issue. change summary: - modified AActor::PostSpawnInitialize() to defer native component registration if there is no native scene root component set and if the actor is a BP type (i.e. will invoke SCS). this means that native actor classes with only non-scene components will now defer registration/post-registration until after SCS execution has established a valid scene root. - modified AActor::ExecuteConstruction() to gather the set of native scene components that SCS nodes can attach to before invoking the SCS. this was previously being done redundantly within the SCS itself at each level of the BP class inheritance hierarchy. - modified AActor::ExecuteConstruction() to do a final registration pass over all components after the all SCS levels have been executed. this was also previously being done within the SCS at each level. this avoids some extra redundancy. - modified USCS_Node::ExecuteNodeOnActor() to call RegisterAllComponents() on the given actor instance after establishing a valid scene root component if it was previously deferred at spawn time. - modified USCS_Node::ExecuteNodeOnActor() to now register components after they're created. since SCS execution goes from parent to child, parent scene components will always be registered before their children. non-native, non-scene component registration will also be deferred until a scene root component has been established. - added AActor::HasDeferredComponentRegistration() - modified AActor::RegisterAllComponents() to reset the actor's deferred component registration flag when called - modified AActor::AddComponent() to check the 'bAutoRegister' flag before calling RegisterComponent() (for consistency) - moved the RegisterInstancedComponent() utility method into USimpleConstructionScript and modified it to ensure that parent attachments are registered before their children. - modified USimpleConstructionScript::ExecuteScriptOnActor() to include an additional input parameter for passing in the set of native scene components that can be attached to. - modified USimpleConstructionScript::ExecuteScriptOnActor() to remove redundant/unnecessary work as noted above. #jira UE-35690 Change 3131842 on 2016/09/20 by Maciej.Mroz #jira UE-34984 Broken (weak) object params on Blueprint function (cannot add plain reference) Change 3131847 on 2016/09/20 by Maciej.Mroz SPropertyEditorAsset doesn't display UClass with "_C" prefix anymore. Change 3131923 on 2016/09/20 by Maciej.Mroz #jira UE-33812 Crash while closing Create Blank New Blueprint window after attempting to name blueprint the same name as another blueprint Change 3132348 on 2016/09/20 by Phillip.Kavan Fix CIS build issue (SA). Change 3132383 on 2016/09/20 by Maciej.Mroz #jira UE-35830 Float Curve that is set as a local variable in an actor's function is garbage collected when in Standalone, causing a crash Array UStruct::ScriptObjectReferences is filled while compilation. GC doesn't serialize script bytecode in editor anymore. Change 3133072 on 2016/09/20 by Maciej.Mroz #jira UE-34388 Crash upon deleting Blueprints folder Change 3133216 on 2016/09/20 by Dan.Oconnor + BlueprintSetLibrary (add, remove, find, etc) + HasGetTypeHash compile time function for detecting types that have GetTypeHish (modeled after HasOperatorEquals) = SPinTypeSelector can now disable container types based on current primary type, required transition to SComboButtton/SListView from SComboBox = Hide blueprint set library via BaseEditor.ini #jira UE-2114 Change 3133227 on 2016/09/20 by Dan.Oconnor Test assets for TSet Change 3133804 on 2016/09/21 by Maciej.Mroz #jira UE-34069 ObjectLibrary stores UBlueprint instead of BPGC In UObjectLibrary, when bHasBlueprintClasses is true, BP references are automatically replaced by BPGC references. Change 3133817 on 2016/09/21 by Maciej.Mroz Fixed static Static Analysis warning Change 3134377 on 2016/09/21 by Dan.Oconnor ShowWorldContextObject is now inherited #jira UE-35674 Change 3134955 on 2016/09/21 by Mike.Beach Making it so AdvancedDisplay metadata is taken into consideration and used in MakeStruct nodes. Change 3134965 on 2016/09/21 by Dan.Oconnor Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3135523 on 2016/09/22 by Dan.Oconnor PR #2755: Master (Contributed by jeremyyeung) Notable change: searching for Vector in BP editor context menu now gives different default result, prior result was mediocre, though (vector - vector) #jira UE-35450 Change 3136508 on 2016/09/22 by Mike.Beach Removing a bIsVisible guard for level Blueprint menu actions - this was causing level BP options to disappear when you hid sub-levels. The guard doesn't seem to matter, as those actions will be removed with the world (when it is updated, or unloaded). #jira UE-34019 Change 3137587 on 2016/09/23 by Maciej.Mroz #jira ODIN-1017 [Nativization] Crash while loading Hub_env level Merged cl#3137578 from Odin branch Change 3137666 on 2016/09/23 by Ben.Cosh This adds the ability to map composite graph instances in the same way we map macro instances for blueprint debug data and improves the quality of the debug data providing correct information for nested macro/composite instances at any script location in instrumented blueprint compilations. #Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph #Proj KismetCompiler, BlueprintGraph, UnrealEd - This is the first part of a two part change, the subsequent change will make use of the debug output to resolve complex trees of tunnel instances in the blueprint profiler. Change 3137800 on 2016/09/23 by Phillip.Kavan [UE-34896] Properties are now generated for client-only Blueprint components in an uncooked server-only context. change summary: - bumped BlueprintObjectsVersion - added a new 'ComponentClass' property to USCS_Node - added a new 'ComponentClass' field to the FComponentOverrideRecord struct (UInheritableComponentHandler) - added a USCS_Node::Serialize() override to fix up 'ComponentClass' on load (so that it's set prior to compile-on-load) - modified USimpleConstructionScript::CreateNodeImpl() to set the ComponentClass property in a new SCS node - modified USimpleConstructionScript::ValidateNodeTemplates() to consider the node to be valid if ComponentClass is set and is known to be filtered (i.e. the node will not be removed in this case) - modified USimpleConstructionScript::ValidateNodeTemplates() to emit a warning message in an uncooked client-only or server-only context if the ComponentClass could not be set in an existing package (i.e. if a resave is needed) - modified UInheritableComponentHandler::PostLoad() to fix up 'ComponentClass' on load - modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to set the ComponentClass field in a new override record - modified UInheritableComponentHandler::IsRecordValid() to consider the record to be valid if ComponentClass is set (when ComponentTemplate is NULL) - modified UInheritableComponentHandler::IsRecordNecessary() to consider the record to be necessary if ComponentClass is set and is known to be filtered - modified FKismetCompilerContext::CreateClassVariablesFromBlueprint() to use 'ComponentClass' rather than 'ComponentTemplate' to infer the property subtype #jira UE-34896 Change 3137851 on 2016/09/23 by Phillip.Kavan [UE-36079] Component overrides in a child blueprint will no longer trigger a warning message when the original component is removed from its parent. change summary: - modified UInheritableComponentHandler::IsRecordValid() to no longer consider a NULL OriginalTemplate to be invalid (so that the warning message is suppressed) - modified UInheritableComponentHandler::IsRecordNecessary() to consider a NULL OriginalTemplate to be unnecessary (so that the record is still removed in this case) #jira UE-36079 Change 3137948 on 2016/09/23 by Ben.Cosh CIS warning fix on mac for out of order initialisation. Change 3139351 on 2016/09/25 by Ben.Cosh Updates the blueprint profiler to make use of the recent changes to macro/composite tunnel mapping and enhanced debug data. #Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph #Proj BlueprintProfiler, Engine - This is the second part of a two part change enabling multiple instances of nested macro/composite graphs in the blueprint profiler. Change 3139376 on 2016/09/25 by Ben.Cosh CIS static analysis fix for CL 3137666 Change 3139377 on 2016/09/25 by Ben.Cosh Adding script code location checking for pure nodes that was missed in CL 3139351 #Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph #Proj BlueprintProfiler - Fixes a missed issue with pure nodes inside macros/tunnels Change 3139624 on 2016/09/26 by Maciej.Mroz Fixed const local variables in Nativized code Merged cl#3139622 from Odin branch. Change 3139641 on 2016/09/26 by Maciej.Mroz #jira UE-31099 Renaming an input mapping does not generate a warning when compile a blueprint using that input Since we cannot distinguish which nodes are isolated by users (and shouldn't be validated) and which nodes are isolated during expansion step (and should be validated), the isolated nodes are pruned both before and after expantion step (and validation). Change 3139961 on 2016/09/26 by Ben.Cosh CIS static analysis fix for CL 3137666 - missed one of the warnings in a previous attempt. Change 3140143 on 2016/09/26 by Dan.Oconnor Fix for component property clearing on load, submitted on behalf of Mike.Beach #jira UE-36395 Change 3140694 on 2016/09/26 by Dan.Oconnor Fix for GLEO when duplicating levels that have knots that reference delegates (specifically custom events) #jira UE-34954 Change 3140772 on 2016/09/26 by Dan.Oconnor Further hardening SGraphPin::GraphPinObj access #jira UE-36280 Change 3140812 on 2016/09/26 by Dan.Oconnor Corrected overzealous warning. Codepath is expected when functions are deleted but breakpoints aren't updated #jira UE-32736 Change 3140869 on 2016/09/26 by Dan.Oconnor Update check to handle nested DSOs #jira UE-34568 Change 3141125 on 2016/09/27 by Maciej.Mroz #jira UE-36326 Attempting to generate abstract class from blueprint crashes editor on compile While reinstancing the CLASS_Abstract is cleared (just like the CLASS_Deprecated flag) Change 3142715 on 2016/09/27 by Dan.Oconnor Fix for crash when pasting nodes that have connections to nodes that aren't in the clipboard from one graph into another #jira OR-29584 Change 3143469 on 2016/09/28 by Ryan.Rauschkolb BP Profiler: Fixed Assert when profiling parent/child Blueprint #jira UE-35487 Change 3145215 on 2016/09/29 by Maciej.Mroz #jira UE-36494 [CrashReport] UE4Editor_KismetCompiler!FKismetCompilerContext::CreatePinEventNodeForTimelineFunction() [kismetcompiler.cpp:2062] Change 3145580 on 2016/09/29 by Dan.Oconnor Collapse secondary image instead of hiding it, allowing x button to be closer to primary image when secondary type image isn't present #jira UE-36577 Change 3146470 on 2016/09/30 by Maciej.Mroz #jira UE-36655 Failed ensure when TIleline is pasted Restored cl#3085572 - it was lost while merging. Change 3147046 on 2016/09/30 by Maciej.Mroz #jira UE-34961 Assert when calling BP function with weak object parameter. BP doesn;t support weak obj ptr as parameters - Validation added. Function, created from colappsed nodes, cannot have a parameter of weakptr type. Change 3148022 on 2016/10/01 by Phillip.Kavan [UE-21109] Fix component instance data loss after renaming SCS component nodes at the Blueprint class level. change summary: - deprecated the public USCS_Node::VariableName member and replaced it with an internal-only member accessible via Get/Set method (i need to be in control of the set logic) - changed all occurrences of direct access to USCS_Node::VariableName to use a GetVariableName() call (since it's now internal) - simplified USCS_Node::GetVariableName() as what it used to do was legacy and thus is no longer necessary (it's been handled by USimpleConstructionScript::PostLoad for awhile now) - added USCS_Node::SetVariableName(); this now renames the component template (if valid) and all instances of it prior to changing the internal variable name. this ensures that archetype lookups will continue to function after a rename. - added USCS_Node::RenameComponentTemplate() to handle SCS node component template rename logic on a variable name change - switched the AActor::CheckComponentInstanceName() API to be publically-accessible; need to call this when renaming instanced components to match a new variable name in order to ensure that we rename any instance-only components out of the way first (this is the same logic that we run when constructing component instances on map load/RRCS, so it's consistent) - modified UInheritableComponentHandler::PostLoad() to fix up the component template within each record to match the original template object name. this ensures that ICH-specific archetype lookups will continue to function after a rename. it also ensures that any mismatched template names in existing assets will now be fixed up on load. - moved UActorComponent::ComponentTemplateSuffixName into the USimpleConstructionScript class (since the association is tied to templates created by that class specifically). note: this revises a change from a recent PR submission. - modified UpdateAttachedIsEditorOnly() to check the RF_ArchetypeObject flag rather than the ComponentTemplateSuffixName (part of the revision to the recent PR submission noted above) #jira UE-21109 Change 3148023 on 2016/10/01 by Phillip.Kavan [UE-35562] Fix inherited Blueprinted component template defaults data loss in child Blueprint classes after recompiling the Blueprinted component class. change summary: - added a local FArchetypeReinstanceHelper struct + GetArchetypeObjects()/FindUniqueArchetypeObjectName() utility method implementations to KismetReinstanceUtilities.cpp - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to ensure that the full inherited component template (archetype) ancestry is renamed along with the base template when we rename the base template object away from its original name in order to make way for the new (reinstanced) template. the names must match the base template along the entire inheritance hierarchy in order for forward/reverse inherited component archetype lookups to succeed. notes: - BP (non-native) component templates (e.g. SCS/AddComponent nodes) that belong to the class being reinstanced (i.e. whose templates are not inherited from a parent BP) always inherit directly from the component CDO, and thus do not require this code path (that is, archetype lookups are not dependent on matching the CDO by name). similarly, native components (defined in C++) are included as part of the CDO defaults data, and thus also do not require this code path. #jira UE-35562 Change 3148030 on 2016/10/01 by Phillip.Kavan UT fixes for CIS warnings related to SCS node API changes. Change 3148256 on 2016/10/02 by Ben.Cosh This change adds the ability to filter debug/wire trace instrumenation and tracks expansion nodes for future use. #Jira UE-34866 - No profiler timings listed for nodes executed after an interface message #Proj KismetCompiler, BlueprintGraph, UnrealEd Change 3148261 on 2016/10/02 by Ben.Cosh CIS fix, some code from another changelist leaked into CL 3148256 Change 3148480 on 2016/10/03 by Ben.Cosh This change attempts to address some profiler issues with class function context switching in the blueprint profiler. #Jira UE-35819 - Crash occurs when instrumenting an event from a member actor #Proj BlueprintProfiler, BlueprintGraph Change 3148545 on 2016/10/03 by Phillip.Kavan Skip unnecessary component validation work to fix invalid warnings when duplicating a BP class for reinstancing. Change 3149001 on 2016/10/03 by Ben.Cosh This fixes an issue found with the instrumented blueprint compilations in which a certain compilation path would not provide the extended composite tunnel node heararchy in debug data and removes an unneceassary check that was causing problems. #Jira UE-36704 - Crash on PIE while profiling TestBP_ProfilerEvents in QAGame #Proj KismetCompiler, BlueprintProfiler Change 3149031 on 2016/10/03 by Maciej.Mroz #jira UE-36687, UE-36691 Tunnel nodes without exec pin are not pruned before expansion. Change 3149150 on 2016/10/03 by Maciej.Mroz #jira UE-36685 UGameplayTagsK2Node_LiteralGameplayTag is pure. Change 3149290 on 2016/10/03 by Maciej.Mroz #jira UE-36750 GetBlueprintContext node is Pure. Change 3149595 on 2016/10/03 by Mike.Beach Fixing up some Orion content errors/warnings that should have been issues a while ago (error reporting was broken for a time, now fixed). #jira UE-36758, UE-36759 Change 3149667 on 2016/10/03 by Mike.Beach Fixing up some Ocean content errors as fallout from a change in Dev-Blueprints - the errors properly identified a node that was using a culled input that was uninitialized. #jira UE-36770 Change 3149777 on 2016/10/03 by Mike.Beach Fixing up an Orion content warning - disconnecting a cast path in Hero_Automation, now that the node is producing a warning (the cast is impossible, and therefore the path is superfluous). #jira UE-36759 Change 3149988 on 2016/10/04 by Maciej.Mroz #jira UE-36750, UE-36685 Fixed IsNodePure functions. Change 3150146 on 2016/10/04 by Maciej.Mroz #jira UE-36759 First pruning pass in done after ExpandTunnelsAndMacros is called. Isolated tunnels are pruned just like regular nodes. Change 3150743 on 2016/10/04 by Mike.Beach Mirroring CL 3150661 from Dev-VREditor Fix for crash on editor close after VR Foliage Editing. #jira UE-36754 Change 3151104 on 2016/10/04 by Maciej.Mroz Added comment. Change 3151979 on 2016/10/05 by Mike.Beach Adding the keyword "custom" to K2Node_CustomEvent, so that it is prioritized when searching the Blueprint menu. #jira UE-35512 Change 3152286 on 2016/10/05 by Maciej.Mroz Make sure, that an isolated node, that should be pure (but is not) won't be pruned. [CL 3152997 by Mike Beach in Main branch]
2016-10-05 23:32:35 -04:00
const FString CppDeclaration = EmitterContext.ExportCppDeclaration(LocalVariable, EExportedDeclaration::Local, EPropertyExportCPPFlags::CPPF_CustomTypeName | EPropertyExportCPPFlags::CPPF_BlueprintCppBackend | EPropertyExportCPPFlags::CPPF_NoConst);
FStructProperty* StructProperty = CastField<FStructProperty>(LocalVariable);
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
const TCHAR* EmptyDefaultConstructor = FEmitHelper::EmptyDefaultConstructor(StructProperty ? StructProperty->Struct : nullptr);
EmitterContext.AddLine(CppDeclaration + EmptyDefaultConstructor + TEXT(";"));
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3058607 on 2016/07/20 by Mike.Beach Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer). Change 3059586 on 2016/07/21 by Maciej.Mroz Added comments Change 3061614 on 2016/07/22 by Ben.Cosh Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru. #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Proj BlueprintProfiler Change 3061686 on 2016/07/22 by Mike.Beach Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other. Change 3061760 on 2016/07/22 by Ben.Cosh Minor refactor of the delegate event code in the profiler to fix some stubborn issues. #Jira UE-33466 - Key events still have problems with recording event stats correctly #Proj BlueprintProfiler, Kismet Change 3061819 on 2016/07/22 by Maciej.Mroz #jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order Force a overriden function to have the same parameter's order as the original one. Change 3061854 on 2016/07/22 by Bob.Tellez Duplicate CL#3058653 //Fortnite/Main #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3062634 on 2016/07/23 by Mike.Beach Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well. Change 3062926 on 2016/07/25 by Ben.Cosh Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions. #Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph - Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely - Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events. Change 3063406 on 2016/07/25 by Ben.Cosh Modifying the execution graph selection highlight coloring. #Jira none #Proj EditorStyle Change 3063505 on 2016/07/25 by Ben.Cosh The blueprint profiler tunnel mapping was missing a call seek past reroute nodes #Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication #Proj BlueprintProfiler Change 3063508 on 2016/07/25 by Ben.Cosh Fixed a minor bug in the stat creation code that reported tunnel pure timings twice. #Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view #Proj Kismet Change 3063511 on 2016/07/25 by Ben.Cosh Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler. #Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view #Proj BlueprintProfiler Change 3063627 on 2016/07/25 by Maciej.Mroz #jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint Removed premature validation. Change 3064349 on 2016/07/26 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.) It reduces size of executable file (2MB in Orion.exe dev config). It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases). Change 3064788 on 2016/07/26 by Ryan.Rauschkolb Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis #UE-31931 Change 3064828 on 2016/07/26 by Ryan.Rauschkolb Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature) #jira UE-32038 Change 3064966 on 2016/07/26 by Ryan.Rauschkolb Fixed Comment bubbles don't handle widget visibility correctly #UE-21278 Change 3068095 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty. -It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller. -It reduces the number of FindField function calls and stativ variables in the nativized code. List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled). Change 3068122 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Hardcoded asset paths are split, so string literals can be better reused. Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor. It reduced the size of OrionGame.exe 1MB. Change 3068159 on 2016/07/28 by Maciej.Mroz #jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint #2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz) Change 3069715 on 2016/07/29 by Maciej.Mroz #jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237] UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid. Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization. Change 3070569 on 2016/07/29 by Bob.Tellez Duplicating CL#3070518 from //Fortnite/Main #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3071292 on 2016/07/30 by Mike.Beach Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072078 on 2016/08/01 by Maciej.Mroz #jira UE-33423, UE-33860 Removed too strint ensures. Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature. Change 3072166 on 2016/08/01 by Dan.Oconnor PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de) #jira UE-32997 Change 3072614 on 2016/08/01 by Mike.Beach Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 #codreview Maciej.Mroz, Phillip.Kavan Change 3073939 on 2016/08/02 by Dan.Oconnor Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578 #jira UE-19062 Change 3075793 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Don't make parent BP package dirty, when a component in child BP was modified. Change 3076990 on 2016/08/04 by Ben.Cosh This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced. #Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Proj Kismet, BlueprintProfiler, BlueprintGraph - Fixed inline event detection ( it was causing function stats to fail, happened across it ) - Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels. - Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time. - Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them. - Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes ) - Fixed an issue with script perf data that caused nan's with no samples. - Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings. - Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role. - Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings ) Change 3079235 on 2016/08/05 by Phillip.Kavan Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once. #Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid() #Proj BlueprintProfiler, Kismet - Fixed the code to focus observed pins - Fixed event pin mapping code that was failing when linked directly to a tunnel node. Note: Submitting on behalf of BenC (per MikeB). Change 3080417 on 2016/08/08 by Ben.Cosh This fixes the way execution path stats are calculated. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet Change 3080484 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Change 3080571 on 2016/08/08 by Ben.Cosh This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet [CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
}
}
}
void FBlueprintCompilerCppBackendBase::ConstructFunction(FKismetFunctionContext& FunctionContext, FEmitterLocalContext& EmitterContext, bool bGenerateStubOnly)
{
if (FunctionContext.IsDelegateSignature())
{
return;
}
TArray<FProperty*> LocalVariables;
TArray<FProperty*> ArgumentList;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
// Split the function property list into arguments, a return value (if any), and local variable declarations
for (FProperty* Property : TFieldRange<FProperty>(FunctionContext.Function))
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
const bool bNeedLocalVariable = !Property->HasAnyPropertyFlags(CPF_Parm) || Property->HasAnyPropertyFlags(CPF_ReturnParm);
TArray<FProperty*>& PropertyDest = bNeedLocalVariable ? LocalVariables : ArgumentList;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
PropertyDest.Add(Property);
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
static const FBoolConfigValueHelper UsePRAGMA_DISABLE_OPTIMIZATION(TEXT("BlueprintNativizationSettings"), TEXT("bUsePRAGMA_DISABLE_OPTIMIZATION"));
if (FunctionContext.bIsUbergraph && UsePRAGMA_DISABLE_OPTIMIZATION)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
EmitterContext.AddLine(TEXT("PRAGMA_DISABLE_OPTIMIZATION"));
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
TArray<FString> BodyFunctionsDeclaration = ConstructFunctionDeclaration(EmitterContext, FunctionContext, ArgumentList);
ensure((BodyFunctionsDeclaration.Num() == FunctionContext.UnsortedSeparateExecutionGroups.Num())
|| ((1 == BodyFunctionsDeclaration.Num()) && (0 == FunctionContext.UnsortedSeparateExecutionGroups.Num())));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
const bool bIsConstFunction = FunctionContext.Function->HasAllFunctionFlags(FUNC_Const);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
const bool bUseInnerFunctionImplementation = bIsConstFunction && !FunctionContext.Function->HasAnyFunctionFlags(FUNC_Static);
if (bUseInnerFunctionImplementation)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
ensure(0 == FunctionContext.UnsortedSeparateExecutionGroups.Num());
ensure(1 == BodyFunctionsDeclaration.Num());
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
const FString InnerImplementationFunctionName = FString::Printf(TEXT("%s_Inner_%d")
, *FEmitHelper::GetCppName(FunctionContext.Function)
, FEmitHelper::GetInheritenceLevel(FunctionContext.Function->GetOwnerStruct()));
const FString ReturnType = GenerateReturnType(EmitterContext, FunctionContext.Function);
const FString ArgList = GenerateArgList(EmitterContext, ArgumentList);
const FString ArgListNoTypes = GenerateArgList(EmitterContext, ArgumentList, true);
const FString ClassCppName = FEmitHelper::GetCppName(EmitterContext.GetCurrentlyGeneratedClass());
// Inner header declaration
EmitterContext.Header.AddLine(FString::Printf(TEXT("%s %s%s;")
, *ReturnType, *InnerImplementationFunctionName, *ArgList));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
// Function original declaration
EmitterContext.AddLine(BodyFunctionsDeclaration[0]);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
//Original implementation
EmitterContext.AddLine(TEXT("{"));
EmitterContext.IncreaseIndent();
EmitterContext.AddLine(FString::Printf(TEXT("%sconst_cast<%s*>(this)->%s%s;")
, FunctionContext.Function->GetReturnProperty() ? TEXT("return ") : TEXT("")
, *ClassCppName
, *InnerImplementationFunctionName
, *ArgListNoTypes));
EmitterContext.DecreaseIndent();
EmitterContext.AddLine(TEXT("}"));
// Inner body declaration
EmitterContext.AddLine(FString::Printf(TEXT("%s %s::%s%s")
, *ReturnType, *ClassCppName, *InnerImplementationFunctionName, *ArgList));
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
const bool bManyExecutionGroups = FunctionContext.UnsortedSeparateExecutionGroups.Num() > 0;
for (int32 ExecutionGroupIndex = bManyExecutionGroups ? 0 : -1; ExecutionGroupIndex < FunctionContext.UnsortedSeparateExecutionGroups.Num(); ExecutionGroupIndex++)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
if (!bUseInnerFunctionImplementation)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
EmitterContext.AddLine(BodyFunctionsDeclaration[bManyExecutionGroups ? ExecutionGroupIndex : 0]);
}
// Start the body of the implementation
EmitterContext.AddLine(TEXT("{"));
EmitterContext.IncreaseIndent();
if (!bGenerateStubOnly)
{
for (FProperty* Property : ArgumentList)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
{
if (FEmitHelper::PropertyForConstCast(Property))
{
const uint32 ExportFlags = EPropertyExportCPPFlags::CPPF_CustomTypeName | EPropertyExportCPPFlags::CPPF_BlueprintCppBackend | EPropertyExportCPPFlags::CPPF_NoConst | EPropertyExportCPPFlags::CPPF_NoRef;
const FString NoConstNoRefType = EmitterContext.ExportCppDeclaration(Property, EExportedDeclaration::Parameter, ExportFlags, FEmitterLocalContext::EPropertyNameInDeclaration::Skip);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2910968 on 2016/03/15 by Dan.Oconnor PR #2152: Fix for UE-27652 (Contributed by SNikon) #jira UE-28368, UE-27652 Change 2911052 on 2016/03/15 by Dan.Oconnor Moving Pin tooltip generating into GetPinHoverText to correct some issues with hovertext being stale. Motivation was PR #2095: Keep ResultPin Tooltip up to date on SpawnActor and CreateObject Nodes (Contributed by mollstam) #jira UE-27345 Change 2912261 on 2016/03/16 by Maciej.Mroz Fixed DynamicClass loading. #codereview Robert.Manuszewski Change 2912719 on 2016/03/17 by Phillip.Kavan [UE-28450] Cooked component template data now properly handles array property values having one or more items that differ from the default object. change summary: - modified FBlueprintEditorUtils::BuildComponentInstancingData() to generate additional data for individual array property values that differ from the component's class default object at cook time. - modified FBlueprintCookedComponentInstancingData::BuildCachedPropertyList() to parse cooked array property data at load time and generate a SubPropertyList representing the set of changed array property values. - modified UArrayProperty::SerializeItem() to handle an explicit custom property list when specified as part of the FArchive. - modified AActor::CreateComponentFromTemplateData() to set the 'PPF_Duplicate' PortFlag in order to emulate expected behavior that would otherwise occur when SDO is used for component instancing. - modified UActorComponent::Serialize() to not set 'bHasBeenCreated' on load for component template objects. Change 2912749 on 2016/03/17 by Phillip.Kavan [UE-28450] CIS fix Change 2912811 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a minor issue w/ branch nodes not including pure node chains in profiler tree view. Also reversed order of pure node chain display in tree view. #codereview Ben.Cosh Change 2912890 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - Constructor handles private (inaccessible) member variables. - no ensure failed when a component was removed in a static actor instance. Change 2913115 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a potential profiler crash when processing a pure node event with a script code offset that also maps to an impure exec node in a different function context. (forgot to include this in the previous CL) #codereview Ben.Cosh Change 2913266 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - fixed super:: call for BP native event. Change 2913313 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix reversed trace paths on pure nodes which caused missing pure timing data. (introduced in CL# 2912811) #codereview Ben.Cosh Change 2915001 on 2016/03/18 by Maciej.Mroz Blueprint C++ Conversion: Fixed color construction Change 2915306 on 2016/03/18 by Phillip.Kavan Fix /initProperties() optimization when PostLoad() changes a CDO property value away from the default value. Change 2916140 on 2016/03/20 by Phillip.Kavan Improved array property handling for both InitProperties() and cooked component data optimizations. Note: This should allow for proper runtime handling of array properties with an Inner that is potentially also an array property. change summary: - added FObjectInitializer::InitArrayPropertyFromCustomList() to assist with initializing instances from array properties with an explicit sub-property list. - added FBlueprintCookedComponentInstancingData::BuildCachedArrayPropertyList() to assist with recursively building a sub-property list for array deltas. - added FBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() to assist with recursively building a sub-property list for array deltas. Change 2916640 on 2016/03/21 by Ben.Cosh Support for tunnelling graphs in the blueprint profiler #UEBP-183 - Tunneling graph support #Proj Kismet, BlueprintProfiler - This removes the need to filter stat updates to prevent cyclic references ( now tunnel nodes are better described in terms of i/o pins ) - Moves to the more complete function based mapping of graphs. - Precursor to final macro code codereview Phillip.Kavan Change 2916902 on 2016/03/21 by Michael.Schoell The graph panel will now properly fade in splines when highlighting them. Added dynamic tick registering that will invalidate the graph panel, allowing it to update the current display per tick until the action is complete. Change 2917087 on 2016/03/21 by Ben.Cosh CIS mac fix Change 2917433 on 2016/03/21 by Dan.Oconnor PR #2163: Fix Bug for "IsDataOnlyBlueprint" Error (Contributed by cdsama) #jira UE-28534 Change 2917499 on 2016/03/21 by Mike.Beach Correcting an expectation that custom collision mappings were ordered (by collision channel). Now sorting the list before we translate them into trace types. #codereview Ori.Cohen, Lina.Halper, Zak.Middleton #rb Ori.Cohen, Zak.Middleton Change 2919538 on 2016/03/23 by Maciej.Mroz [CL 2937623 by Mike Beach in Main branch]
2016-04-07 21:18:08 -04:00
const FString TypeDefName = FString(TEXT("T")) + EmitterContext.GenerateUniqueLocalName();
EmitterContext.AddLine(FString::Printf(TEXT("typedef %s %s;"), *NoConstNoRefType, *TypeDefName));
const FString ParamName = FEmitHelper::GetCppName(Property);
EmitterContext.AddLine(FString::Printf(TEXT("%s& %s = *const_cast<%s *>(&%s__const);"), *TypeDefName, *ParamName, *TypeDefName, *ParamName));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3058607 on 2016/07/20 by Mike.Beach Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer). Change 3059586 on 2016/07/21 by Maciej.Mroz Added comments Change 3061614 on 2016/07/22 by Ben.Cosh Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru. #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Proj BlueprintProfiler Change 3061686 on 2016/07/22 by Mike.Beach Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other. Change 3061760 on 2016/07/22 by Ben.Cosh Minor refactor of the delegate event code in the profiler to fix some stubborn issues. #Jira UE-33466 - Key events still have problems with recording event stats correctly #Proj BlueprintProfiler, Kismet Change 3061819 on 2016/07/22 by Maciej.Mroz #jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order Force a overriden function to have the same parameter's order as the original one. Change 3061854 on 2016/07/22 by Bob.Tellez Duplicate CL#3058653 //Fortnite/Main #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3062634 on 2016/07/23 by Mike.Beach Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well. Change 3062926 on 2016/07/25 by Ben.Cosh Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions. #Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph - Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely - Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events. Change 3063406 on 2016/07/25 by Ben.Cosh Modifying the execution graph selection highlight coloring. #Jira none #Proj EditorStyle Change 3063505 on 2016/07/25 by Ben.Cosh The blueprint profiler tunnel mapping was missing a call seek past reroute nodes #Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication #Proj BlueprintProfiler Change 3063508 on 2016/07/25 by Ben.Cosh Fixed a minor bug in the stat creation code that reported tunnel pure timings twice. #Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view #Proj Kismet Change 3063511 on 2016/07/25 by Ben.Cosh Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler. #Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view #Proj BlueprintProfiler Change 3063627 on 2016/07/25 by Maciej.Mroz #jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint Removed premature validation. Change 3064349 on 2016/07/26 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.) It reduces size of executable file (2MB in Orion.exe dev config). It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases). Change 3064788 on 2016/07/26 by Ryan.Rauschkolb Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis #UE-31931 Change 3064828 on 2016/07/26 by Ryan.Rauschkolb Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature) #jira UE-32038 Change 3064966 on 2016/07/26 by Ryan.Rauschkolb Fixed Comment bubbles don't handle widget visibility correctly #UE-21278 Change 3068095 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty. -It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller. -It reduces the number of FindField function calls and stativ variables in the nativized code. List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled). Change 3068122 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Hardcoded asset paths are split, so string literals can be better reused. Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor. It reduced the size of OrionGame.exe 1MB. Change 3068159 on 2016/07/28 by Maciej.Mroz #jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint #2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz) Change 3069715 on 2016/07/29 by Maciej.Mroz #jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237] UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid. Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization. Change 3070569 on 2016/07/29 by Bob.Tellez Duplicating CL#3070518 from //Fortnite/Main #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3071292 on 2016/07/30 by Mike.Beach Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072078 on 2016/08/01 by Maciej.Mroz #jira UE-33423, UE-33860 Removed too strint ensures. Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature. Change 3072166 on 2016/08/01 by Dan.Oconnor PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de) #jira UE-32997 Change 3072614 on 2016/08/01 by Mike.Beach Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 #codreview Maciej.Mroz, Phillip.Kavan Change 3073939 on 2016/08/02 by Dan.Oconnor Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578 #jira UE-19062 Change 3075793 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Don't make parent BP package dirty, when a component in child BP was modified. Change 3076990 on 2016/08/04 by Ben.Cosh This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced. #Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Proj Kismet, BlueprintProfiler, BlueprintGraph - Fixed inline event detection ( it was causing function stats to fail, happened across it ) - Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels. - Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time. - Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them. - Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes ) - Fixed an issue with script perf data that caused nan's with no samples. - Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings. - Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role. - Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings ) Change 3079235 on 2016/08/05 by Phillip.Kavan Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once. #Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid() #Proj BlueprintProfiler, Kismet - Fixed the code to focus observed pins - Fixed event pin mapping code that was failing when linked directly to a tunnel node. Note: Submitting on behalf of BenC (per MikeB). Change 3080417 on 2016/08/08 by Ben.Cosh This fixes the way execution path stats are calculated. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet Change 3080484 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Change 3080571 on 2016/08/08 by Ben.Cosh This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet [CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
const int32 ExecutionGroup = bManyExecutionGroups ? ExecutionGroupIndex : -1;
DeclareLocalVariables(EmitterContext, LocalVariables, FunctionContext, ExecutionGroup);
ConstructFunctionBody(EmitterContext, FunctionContext, ExecutionGroup);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
}
if (FProperty* ReturnValue = FunctionContext.Function->GetReturnProperty())
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
{
EmitterContext.AddLine(FString::Printf(TEXT("return %s;"), *FEmitHelper::GetCppName(ReturnValue)));
}
EmitterContext.DecreaseIndent();
EmitterContext.AddLine(TEXT("}"));
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
if (FunctionContext.bIsUbergraph && UsePRAGMA_DISABLE_OPTIMIZATION)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
EmitterContext.AddLine(TEXT("PRAGMA_ENABLE_OPTIMIZATION"));
}
}
TArray<FString> FBlueprintCompilerCppBackendBase::ConstructFunctionDeclaration(FEmitterLocalContext &EmitterContext, FKismetFunctionContext &FunctionContext, TArray<FProperty*> &ArgumentList)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
FString FunctionHeaderName = FEmitHelper::GetCppName(FunctionContext.Function);
FString FunctionBodyName = FunctionHeaderName;
const bool bStaticFunction = FunctionContext.Function->HasAllFunctionFlags(FUNC_Static);
const bool bInInterface = FunctionContext.Function->GetOwnerClass()->IsChildOf<UInterface>();
bool bAddConst = false;
bool bIsOverride = false;
bool bIsVirtual = !bInInterface && !bStaticFunction && !FunctionContext.IsEventGraph();
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
FString MacroUFUNCTION;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
UFunction* const Function = FunctionContext.Function;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
UFunction* const OriginalFunction = FEmitHelper::GetOriginalFunction(Function);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
TArray<FString> AdditionalMetaData;
TArray<FString> AdditionalTags;
bool bGenerateAsNonNativeOverride = false;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
bool bGenerateAsNativeEventImplementation = false;
const bool bShouldHandleAsNativeEvent = FEmitHelper::ShouldHandleAsNativeEvent(Function);
const bool bShouldHandleAsNonNativeEvent = FEmitHelper::ShouldHandleAsImplementableEvent(Function);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
const bool bNetImplementation = !bInInterface && Function->HasAllFunctionFlags(FUNC_Net) && !Function->HasAnyFunctionFlags(FUNC_NetResponse);
const UBlueprintGeneratedClass* const OriginalFuncOwnerAsBPGC = Cast<UBlueprintGeneratedClass>(OriginalFunction->GetOwnerClass());
const bool bBPInterfaceImplementation = OriginalFuncOwnerAsBPGC && OriginalFuncOwnerAsBPGC->IsChildOf<UInterface>();
if (bInInterface)
{
AdditionalTags.Emplace(TEXT("BlueprintImplementableEvent"));
}
else if (bNetImplementation)
{
FunctionBodyName = FunctionHeaderName + TEXT("_Implementation");
}
else if (bShouldHandleAsNativeEvent)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
bGenerateAsNativeEventImplementation = true;
FunctionBodyName = FunctionHeaderName = FEmitHelper::GetCppName(OriginalFunction) + TEXT("_Implementation");
bAddConst = OriginalFunction->HasAllFunctionFlags(FUNC_Const);
}
else if (bShouldHandleAsNonNativeEvent || bBPInterfaceImplementation)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
// The function "bpf__BIE__pf" should never be called directly. Only via function "BIE" with generated implementation.
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
AdditionalMetaData.Emplace(TEXT("CppFromBpEvent"));
// Get the owner of the current function context.
const UClass* OwnerClass = Function->GetOwnerClass();
check(OwnerClass);
// Get the owner's parent class context.
const UClass* SuperClass = OwnerClass->GetSuperClass();
check(SuperClass);
// Only need to check for an override if the parent class is non-native, as it may also be convertible in that case.
if (!SuperClass->HasAllClassFlags(CLASS_Native))
{
// See if the same function is implemented there. Note: Cannot use 'OriginalFunction' here because that goes all the way back to the earliest antecedent, which is typically
// a native engine class. In here, we're only concerned with the closest non-native parent class that is both being converted and also implements the same function as a BPIE.
const FName FunctionName = Function->GetFName();
if (const UFunction* SuperFunction = SuperClass->FindFunctionByName(FunctionName))
{
// Ensure that we reference the inherited class that declares the function. This may be a bit farther up in the hierarchy than our immediate parent class, after the search.
SuperClass = SuperFunction->GetOwnerClass();
// We are overriding the BPIE in a converted child class if the parent class is also being converted and already implements it.
if (const UBlueprintGeneratedClass* ParentBPGC = Cast<UBlueprintGeneratedClass>(SuperClass))
{
// In that case, we need to skip the UFUNCTION() markup if the parent class is also being converted, to avoid a UHT complaint about a redefinition of UFUNCTION() meta.
bGenerateAsNonNativeOverride = EmitterContext.Dependencies.WillClassBeConverted(ParentBPGC);
}
}
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
else if(OriginalFuncOwnerAsBPGC && Function != OriginalFunction)
{
// We assume parent classes will always be converted along with the child class.
check(EmitterContext.Dependencies.WillClassBeConverted(OriginalFuncOwnerAsBPGC));
// Skip the UFUNCTION() markup when the original class is also being converted, to avoid a UHT complaint about a redefinition of UFUNCTION() meta.
bGenerateAsNonNativeOverride = true;
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
ensure(!bIsVirtual || Function->IsSignatureCompatibleWith(OriginalFunction));
bIsOverride = bGenerateAsNativeEventImplementation || bGenerateAsNonNativeOverride || (bIsVirtual && !bShouldHandleAsNonNativeEvent && !bBPInterfaceImplementation && (Function != OriginalFunction));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
auto PreliminaryConditionsToSkipMacroUFUNC = [](UFunction* InFunction) -> bool
{
check(InFunction);
return !FEmitHelper::ShouldHandleAsNativeEvent(InFunction)
&& !FEmitHelper::ShouldHandleAsImplementableEvent(InFunction)
&& !InFunction->GetOwnerClass()->IsChildOf<UInterface>()
&& !InFunction->HasAnyFunctionFlags(FUNC_Exec | FUNC_Static | FUNC_Native
| FUNC_Net | FUNC_NetServer | FUNC_NetClient | FUNC_NetMulticast | FUNC_NetReliable
| FUNC_BlueprintAuthorityOnly | FUNC_BlueprintCosmetic | FUNC_NetValidate
| FUNC_MulticastDelegate | FUNC_Delegate);
};
auto FunctionIsBoundToAnyDelegate = [](UFunction* InFunction)
{
check(InFunction);
IBlueprintCompilerCppBackendModule& BackEndModule = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
auto& IsFunctionUsedInADelegate = BackEndModule.GetIsFunctionUsedInADelegateCallback();
return ensure(IsFunctionUsedInADelegate.IsBound()) ? IsFunctionUsedInADelegate.Execute(InFunction) : true;
};
auto IsFunctionUsedByReplication = [](UFunction* InFunction)
{
check(InFunction);
for (FProperty* Prop : TFieldRange<FProperty>(InFunction->GetOwnerClass(), EFieldIteratorFlags::ExcludeSuper))
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
{
if (Prop && FEmitHelper::HasAllFlags(Prop->PropertyFlags, CPF_Net | CPF_RepNotify) && (Prop->RepNotifyFunc == InFunction->GetFName()))
{
return true;
}
}
return false;
};
static const FBoolConfigValueHelper TryToSkipMacroUFUNC(TEXT("BlueprintNativizationSettings"), TEXT("bSkipUFUNCTION"));
const bool bTryToSkipMacroUFUNC = TryToSkipMacroUFUNC; // should be enabled only when all BP are compiled.
const bool bSkipMacro = bTryToSkipMacroUFUNC
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
&& !FunctionContext.bIsUbergraph // uber-graph is necessary for latent actions
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
&& PreliminaryConditionsToSkipMacroUFUNC(Function)
&& ((Function == OriginalFunction) || PreliminaryConditionsToSkipMacroUFUNC(OriginalFunction))
&& !IsFunctionUsedByReplication(Function)
&& !FunctionIsBoundToAnyDelegate(OriginalFunction);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
if (bNetImplementation && bIsOverride)
{
FunctionHeaderName = FunctionBodyName;
}
else if (!bGenerateAsNonNativeOverride && !bGenerateAsNativeEventImplementation && !bSkipMacro)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
MacroUFUNCTION = FEmitHelper::EmitUFuntion(Function, AdditionalTags, AdditionalMetaData);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
const bool bManyExecutionGroups = FunctionContext.UnsortedSeparateExecutionGroups.Num() > 0;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
TArray<FString> Result;
for (int32 ExecutionGroupIndex = bManyExecutionGroups ? 0 : -1; ExecutionGroupIndex < FunctionContext.UnsortedSeparateExecutionGroups.Num(); ExecutionGroupIndex++)
{
bool bNeedMacro = true;
if (bManyExecutionGroups)
{
bNeedMacro = false;
for (UEdGraphNode* NodeIt : FunctionContext.UnsortedSeparateExecutionGroups[ExecutionGroupIndex])
{
UK2Node_CallFunction* CallFuncNode = Cast<UK2Node_CallFunction>(NodeIt);
if (CallFuncNode && CallFuncNode->IsLatentFunction())
{
bNeedMacro = true;
break;
}
}
}
if (!MacroUFUNCTION.IsEmpty() && bNeedMacro)
{
const FString OldExecutionFunctionName = UEdGraphSchema_K2::FN_ExecuteUbergraphBase.ToString() + TEXT("_") + FunctionContext.Blueprint->GetName();
const FString NewExecutionFunctionName = OldExecutionFunctionName + FString::Printf(TEXT("_%d"), ExecutionGroupIndex);
const FString LocMacroUFUNCTION = bManyExecutionGroups
? MacroUFUNCTION.Replace(*OldExecutionFunctionName, *NewExecutionFunctionName)
: MacroUFUNCTION;
EmitterContext.Header.AddLine(LocMacroUFUNCTION);
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
const FString ReturnType = GenerateReturnType(EmitterContext, FunctionContext.Function);
const FString ArgList = GenerateArgList(EmitterContext, ArgumentList);
const FString FunctionNamePostfix = (-1 == ExecutionGroupIndex) ? FString() : FString::Printf(TEXT("_%d"), ExecutionGroupIndex);
Result.Add(FString::Printf(TEXT("%s %s::%s%s%s%s")
, *ReturnType
, *FEmitHelper::GetCppName(EmitterContext.GetCurrentlyGeneratedClass())
, *FunctionBodyName
, *FunctionNamePostfix
, *ArgList
, bAddConst ? TEXT(" const") : TEXT("")));
EmitterContext.Header.AddLine(FString::Printf(TEXT("%s%s%s %s%s%s%s%s;")
, bStaticFunction ? TEXT("static ") : TEXT("")
, bIsVirtual ? TEXT("virtual ") : TEXT("")
, *ReturnType
, *FunctionHeaderName
, *FunctionNamePostfix
, *ArgList
, bAddConst ? TEXT(" const") : TEXT("")
, bIsOverride ? TEXT(" override") : TEXT("")));
}
return Result;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
FString FBlueprintCompilerCppBackendBase::GenerateArgList(const FEmitterLocalContext &EmitterContext, const TArray<FProperty*> &ArgumentList, bool bOnlyParamName)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
FString ArgListStr = TEXT("(");
for (int32 i = 0; i < ArgumentList.Num(); ++i)
{
FProperty* ArgProperty = ArgumentList[i];
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
if (i > 0)
{
ArgListStr += TEXT(", ");
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
const FString NamePostFix = FEmitHelper::PropertyForConstCast(ArgProperty) ? TEXT("__const") : TEXT("");
if (bOnlyParamName)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
ArgListStr += FEmitHelper::GetCppName(ArgProperty) + NamePostFix;
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3803685) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3794434 by Marc.Audy Correctly call PostPlacedNewNode before AllocateDefaultPins in 2 places that had the order wrong Change 3796912 by Fred.Kimberley Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there. #jira UE-52837 Change 3781456 by Dan.Oconnor Disable net flags related assert when linking reflection data that is being loaded #jira UE-52852 Change 3781725 by mason.seay Moved test blueprints to subfolder Change 3781828 by mason.seay Removed some unnecessary blueprint logic Change 3783304 by Phillip.Kavan More descriptive log output after an attempt to break execution on a missing function/interface. #4238 #jira UE-52549 Change 3783678 by Phillip.Kavan Fix for a serialization oversight in UEdGraphPin that could lead to a compile error during Blueprint nativization. #jira UE-52528 Change 3783708 by Ben.Zeigler #jira UE-52487 Better fix for calling OnAssetLoaded on async loaded assets in the editor. The previous fix only worked for specifically loaded packages, this one works for those plus dependencies Change 3783922 by Ben.Zeigler #jira UE-51408 Fix it so objects returned by CreateWidget and CreateDragDropOperation are not marked as always hard referenced by the blueprint event graph. This would cause those objects to get leaked and was redundant because these objects already handle their own life cycle If a game was depending on this functionality to keep things loaded, change your blueprint to set the return value into a variable, that will keep it hard referenced normally Change 3784604 by Ben.Zeigler #jira UE-40033 Fix issue where changing the default value of a nested user struct would break all outer structs in an unrecoverable way. We do not want to do the first half of reinstancing if we're going to skip the second half Change 3785039 by Ben.Zeigler Fix it so empty pins do not display "None" as their label Change 3785794 by Phillip.Kavan Guard against a reported crash when setting bIsEditorOnly flag on attached scene components. Change summary: - Modified SetDescendantIsEditorOnly() to add a NULL check around an iteration (consistent with other places that iterate the attachment list). #jira UE-52923 Change 3785842 by Phillip.Kavan Guard against a reported crash when deleting one or more Actor components. Change summary: - Modified FComponentEditorUtils::DeleteComponents() to add a NULL check when iterating through child attachments. #jira UE-52916 Change 3785851 by Phillip.Kavan Guard against a reported crash when deleting a non-root scene component with no parent attachment. Change summary: - Modified USceneComponent::DestroyComponent() to use an ensure() instead of a check() to allow the deletion to proceed but still provide a warning to potentially help catch this later. #jira UE-52921 Change 3785852 by Phillip.Kavan CIS fix. Change 3786141 by Phillip.Kavan Removed an invalid comment emitted to codegen during nativization of a BlueprintNativeEvent override signature. Was intended to be submitted along with CL# 3783678. Change 3788496 by Ben.Zeigler #jira UE-32061 Large change to UserDefinedStructs where the default struct instance is now stored on the struct itself and accessible at runtime User structs now work identically to native structs when it comes to default values, it is set at struct initialization time instead of at tagged property serialization time Remove many editor-time UDS hacks now that they work like native. The only special code left is that it forces delta serialization on in the editor, to deal with the defaults changing Change 3789308 by Marc.Audy Don't unregister/register components and ticks for an Actor just testing a rename Change 3789644 by Ben.Zeigler Static analysis fix Change 3789777 by Ben.Zeigler #jira UE-42586 Fix it so using ImportText on user structs will look for fields using the human readable display name if not found using GUID lookup. This makes it so you can use the format displayed in the data table editor Change 3789908 by mason.seay Test struct using containers Change 3790475 by Ben.Zeigler Fix user structs to work properly with circular reference checking. When we copy the values out of the default we may need to register the newly created structs with the circular reference system. I'm using raw pointers here as after investigation the fixup happens before any relevant freeing could occur Change 3790777 by Ben.Zeigler #jira UE-53081 Fix map/set properties inside user structs by having them pass the defaults for both load and save, as maps expect both sides have defaults set Partially address UE-53086, it now correctly updates map properties when they are removed, but readding them can add extra entries in some case because it loses the "deleted" information Change 3790919 by Ben.Zeigler Add start of User Structs functional test Change 3792050 by Fred.Kimberley Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there. #jira UE-52837 Change 3793542 by Michael.Noland Back out changelist 3792050 Change 3794193 by Marc.Audy Never reset loaders when renaming the child actor to avoid cases where IsLoading returns false but flushing loading will still cause issues due to async loading #jira UE-52950 Change 3794211 by Marc.Audy Don't include redirectors or otherwise invalid .umap files as sub levels for world composition #jira UE-52925 Change 3794564 by Marc.Audy Make it safe to call RecombinePin on the top level split pin Change 3794851 by Marc.Audy Fix split pins on macro instances for resolved wildcard pins not resetting when disconnected #jira UE-44922 Change 3795017 by Marc.Audy Properly enforce all actor subclasses not ticking when tick type is viewports only unless ShouldTickIfViewportsOnly returns true #jira UE-36929 Change 3795143 by Marc.Audy After copying properties clear the actor label so that the child actor template's display name is not misleading #jira UE-50472 Change 3795241 by Dan.Oconnor Fix subsequent navigation operations after navigating to a window that is already open #jira UE-53203 Change 3795255 by Dan.Oconnor Harden pin serialization logic, specifically to prevent crash due to bad 'conform' routines when renaming functions #jira UE-52847 Change 3795660 by Dan.Oconnor Blueprints that have no parent class can now be reparented when using the compilation manager #jira UE-53218 Change 3796496 by Marc.Audy Fix without editor compile errors Change 3797316 by Dan.Oconnor Downgrade ensure to warning as we have known ways of triggering #jira UE-53237 Change 3797619 by Phillip.Kavan Reinstate a faster lookup mechanism for tunnel instance source nodes during marching ants draw calls when stopped at a breakpoint, and fix issues with missing marching ants when stopped at a breakpoint in a tunnel instance graph. Change summary: - Removed FindMatchingTunnelInstanceNode() utility method in BlueprintConnectionDrawingPolicy.cpp (no longer needed). - Restored/renamed FDebuggingInfoForSingleFunction::LineNumberToTunnellInstanceSourceNodeMap. - Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to restore the parameter for the tunnel instance node chain and map it to the current code offset if not empty. - Modified FScriptBytecodeWriter::EmitInstrumentation() to construct the tunnel instance node chain that will be mapped to the current code offset if not empty. - Modified FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() to more efficiently find tunnel instance nodes through the table that now maps tunnel instance node chains to the current script code offset. - Modified the tunnel node case in FKismetCompilerContext::ExpandTunnelsAndMacros() to better handle nested tunnel instance expansions (which may expand to include internal tunnel nodes in different orders). - Modified FKismetCompilerContext::MapExpansionPathToTunnelInstance() to avoid incorrectly remapping nested composite tunnel expansions to the outermost intermediate tunnel instance node. - Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to map intermediate tunnel boundary nodes back to the outer intermediate tunnel instance node from which they were expanded. - Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to better position the boundary nodes in the intermediate graph. - Added a few verbose comment blocks in order to hopefully help visualize how tunnel expansion debugging is currently implemented and also to remind myself later. #jira UE-52747 Change 3801237 by Ben.Zeigler #jira UE-53305 Fix it so split struct pins respect AllowedClasses metadata, which fixes crash with passing invalid objects into things like set font info Change 3801768 by Ben.Zeigler Add more tests to UserStructs functional test Change 3801794 by Dan.Oconnor Mirror 3794923/3794318, make sure replication data is initialized correctly across editor/EDL/compilation manager/no compilation manager load flows #jira UE-53112 Change 3803091 by Ben.Zeigler Fix issue where nativized user structs had the wrong defaults, by correctly diffing the struct defaults and placing them in the constructor instead of a static GetDefaultValue function I had to override struct constructors to not call LoadObject for object properties, FindObject works because the dependencies have already been queued for loading by the referencing blueprint in EDL Change 3803659 by Marc.Audy Fix static analysis warning #jira UE-53337 Change 3803685 by Marc.Audy Fix extra ) [CL 3804136 by Marc Audy in Main branch]
2017-12-12 12:16:37 -05:00
if (ArgProperty->HasAnyPropertyFlags(CPF_OutParm)
&& !ArgProperty->HasAnyPropertyFlags(CPF_ConstParm))
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
{
ArgListStr += TEXT("/*out*/ ");
}
ArgListStr += EmitterContext.ExportCppDeclaration(ArgProperty
, EExportedDeclaration::Parameter
, EPropertyExportCPPFlags::CPPF_CustomTypeName | EPropertyExportCPPFlags::CPPF_BlueprintCppBackend | EPropertyExportCPPFlags::CPPF_ArgumentOrReturnValue
, FEmitterLocalContext::EPropertyNameInDeclaration::Regular
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
, NamePostFix);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
}
ArgListStr += TEXT(")");
return ArgListStr;
}
FString FBlueprintCompilerCppBackendBase::GenerateReturnType(const FEmitterLocalContext &EmitterContext, const UFunction* Function)
{
FProperty* ReturnValue = Function->GetReturnProperty();
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
if (ReturnValue)
{
const uint32 LocalExportCPPFlags = EPropertyExportCPPFlags::CPPF_CustomTypeName
| EPropertyExportCPPFlags::CPPF_NoConst
| EPropertyExportCPPFlags::CPPF_NoRef
| EPropertyExportCPPFlags::CPPF_NoStaticArray
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
| EPropertyExportCPPFlags::CPPF_BlueprintCppBackend
| EPropertyExportCPPFlags::CPPF_ArgumentOrReturnValue;
return EmitterContext.ExportCppDeclaration(ReturnValue, EExportedDeclaration::Parameter, LocalExportCPPFlags, FEmitterLocalContext::EPropertyNameInDeclaration::Skip);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
return TEXT("void");
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
void FBlueprintCompilerCppBackendBase::ConstructFunctionBody(FEmitterLocalContext& EmitterContext, FKismetFunctionContext &FunctionContext, int32 ExecutionGroup)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
if (FunctionContext.UnsortedSeparateExecutionGroups.Num() && (ExecutionGroup < 0))
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050029 on 2016/07/14 by Ben.Cosh This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data. #Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level. #Proj BlueprintProfiler, Kismet, UnrelEd - This also improves the execution graph UI, notifying the user that no instances are available to display data from. Change 3101549 on 2016/08/25 by Maciej.Mroz BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html Change 3101811 on 2016/08/25 by Ryan.Rauschkolb BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros #jira UE-34503 Change 3102478 on 2016/08/26 by Maciej.Mroz #jira UE-35135 - Odin compiles with errors when using Blueprint nativization BP Nativization: - improved native cast - improved bool handling Change 3102944 on 2016/08/26 by Phillip.Kavan [UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime. change summary: - modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags. - modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side). - switched the RecursivePropertyGatherLambda helper to a static class method instead - modified the RecursivePropertyGather utility method to exclude transient properties. notes: - the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether. #jira UE-33017 Change 3103692 on 2016/08/27 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3104266 on 2016/08/29 by Ben.Marsh Add test script to native assets for QAGame. Change 3104399 on 2016/08/29 by Ben.Marsh Fix missing property warning in build script. Change 3104419 on 2016/08/29 by Maciej.Mroz #jira UE-35135 Odin compiles with errors when using Blueprint nativization - Reduced number of DynamicCLass instance dependencies - Fixed UDS default values dependencies - Improved WeakObjPtr handling - Improved const parameters handling Change 3104474 on 2016/08/29 by Ryan.Rauschkolb BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow #jira UE-35245 Change 3105605 on 2016/08/30 by Maciej.Mroz Temp change: CIS Test Change 3105738 on 2016/08/30 by Maciej.Mroz UAT, CIS: testing NoRecompileUAT switch. Change 3105800 on 2016/08/30 by Maciej.Mroz UAT, CIS, Nativization: - reverted NoRecompileUAT switch. - testing nativization with -nocompileeditor flag and without -compile flag Change 3106162 on 2016/08/30 by Maciej.Mroz UAT, CIS, Nativization: -NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error. - Ugly hack removed. Change 3106261 on 2016/08/30 by Phillip.Kavan [UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping. change summary: - added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant). - moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode(). - re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result. - changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead. - modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert). #jira UE-34705 Change 3106478 on 2016/08/30 by Ben.Marsh Include *.uasset files on builders running the NativizeAssets job. Change 3107514 on 2016/08/31 by Ben.Cosh This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state. #Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected. #Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap #Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros #Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time #Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working #Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes #Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds #Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row. #Proj GraphEditor, Kismet, BlueprintProfiler, Change 3108268 on 2016/08/31 by Ben.Cosh Minor change from profiler review sessions to move macro timing to average stats. #Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time #Proj Kismet Change 3108991 on 2016/08/31 by Maciej.Mroz UAT, CIS, Nativization: Test separate cooking and compiling Change 3110097 on 2016/09/01 by Ben.Cosh Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug. #Jira UE-35377 - Blueprint macros highlighting white in profiler #Jira UE-34973 - Remove Ghost Nodes #Proj Kismet, BlueprintProfiler Change 3114553 on 2016/09/06 by Dan.Oconnor Support for TMap/TSet in blueprint variable editor panel #jira UE-2114 Change 3116367 on 2016/09/07 by Dan.Oconnor Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType #jira UE-2114, UE-35676 Change 3116663 on 2016/09/07 by Dan.Oconnor Fix for array functions showing up with TSet and TMap pins #jira UE-2114 Change 3118259 on 2016/09/08 by Ryan.Rauschkolb BP Profiler: Fixed Assert when profiling parent/child Blueprint #jira UE-35487 Change 3119023 on 2016/09/09 by Maciej.Mroz Manually integrated (from Odin branch) recent changes related to BP and nativization: 3115713 UE-35448 3117590 UE-35697 3117742 ODIN-577 Change 3119058 on 2016/09/09 by Maciej.Mroz #jira UE-32841 GitHub 2574 : fix typos #2574 https://github.com/EpicGames/UnrealEngine/pull/2574 Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private. Change 3119302 on 2016/09/09 by Maciej.Mroz #jira UE-35584 Orion - nativized server crashes Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration. Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) . Change 3119502 on 2016/09/09 by Mike.Beach When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.) #jira UE-35609 Change 3119517 on 2016/09/09 by Ryan.Rauschkolb Added blueprint editor settings option to display unique names for blueprint nodes Change 3119602 on 2016/09/09 by Maciej.Mroz #jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction Added stats about nativized AnimBP Mechanism to exlcude reducible AnimBP Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false Change 3119615 on 2016/09/09 by Maciej.Mroz Missing change (should be part of cl#3119602) Change 3119619 on 2016/09/09 by Maciej.Mroz #jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction Excluding all AnimBP from Orion nativization. Change 3120752 on 2016/09/12 by Maciej.Mroz #jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset() Removed unnecessary ensure Change 3121354 on 2016/09/12 by Dan.Oconnor Fixed variable type width, required for TMap's extra combobox. Change 3121626 on 2016/09/12 by Phillip.Kavan [UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard. Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel. change summary: - modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush). #jira UE-35456 Change 3122712 on 2016/09/13 by Maciej.Mroz #jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141] Replaced "check" with "ensure". Change 3124398 on 2016/09/14 by Maciej.Mroz More strict BP validation in UBlueprintThumbnailRenderer::Draw #jira UE-35705 Change 3124405 on 2016/09/14 by Maciej.Mroz #jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints Function Libraries are properly added to dependencies list while nativization. Change 3124667 on 2016/09/14 by Maciej.Mroz #jira UE-35262 Incompatible pins give generate warning, when error is necessary. Fixed incompatible pins validation. Change 3125245 on 2016/09/14 by Phillip.Kavan [UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view. change summary: - modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path - modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time - exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants #jira UE-33674 Change 3126211 on 2016/09/15 by Maciej.Mroz #jira UE-36016 Struct pin can be connected to Object pin without error Change 3126393 on 2016/09/15 by Maciej.Mroz #jira UE-35936 Replace "check" by "ensure". Change 3126623 on 2016/09/15 by Maciej.Mroz #jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag(). Change 3127288 on 2016/09/15 by Mike.Beach Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion). Change 3127375 on 2016/09/15 by Mike.Beach Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename). Change 3127381 on 2016/09/15 by Mike.Beach Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load). Change 3127476 on 2016/09/15 by Dan.Oconnor Build fix #jira UE-36073 Change 3128335 on 2016/09/16 by Maciej.Mroz #jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile Fixed broken BP assets. Change 3128589 on 2016/09/16 by Mike.Beach Fixing a static analysis CIS warning (duplicated condition). Change 3128630 on 2016/09/16 by Dan.Oconnor Re-fix with engine version set Change 3129338 on 2016/09/16 by Dan.Oconnor =FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented) +SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary) #jira UE-2114 [CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
// use only for latent actions..
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
return;
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
// Run thru code looking only at things marked as jump targets, to make sure the jump targets are ordered in order of appearance in the linear execution list
// Emit code in the order specified by the linear execution list (the first node is always the entry point for the function)
for (int32 NodeIndex = 0; NodeIndex < FunctionContext.LinearExecutionList.Num(); ++NodeIndex)
{
UEdGraphNode* StatementNode = FunctionContext.LinearExecutionList[NodeIndex];
TArray<FBlueprintCompiledStatement*>* StatementList = FunctionContext.StatementsPerNode.Find(StatementNode);
if (StatementList != NULL)
{
for (int32 StatementIndex = 0; StatementIndex < StatementList->Num(); ++StatementIndex)
{
FBlueprintCompiledStatement& Statement = *((*StatementList)[StatementIndex]);
if (Statement.bIsJumpTarget)
{
// Just making sure we number them in order of appearance, so jump statements don't influence the order
const int32 StateNum = StatementToStateIndex(FunctionContext, &Statement);
}
}
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050029 on 2016/07/14 by Ben.Cosh This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data. #Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level. #Proj BlueprintProfiler, Kismet, UnrelEd - This also improves the execution graph UI, notifying the user that no instances are available to display data from. Change 3101549 on 2016/08/25 by Maciej.Mroz BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html Change 3101811 on 2016/08/25 by Ryan.Rauschkolb BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros #jira UE-34503 Change 3102478 on 2016/08/26 by Maciej.Mroz #jira UE-35135 - Odin compiles with errors when using Blueprint nativization BP Nativization: - improved native cast - improved bool handling Change 3102944 on 2016/08/26 by Phillip.Kavan [UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime. change summary: - modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags. - modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side). - switched the RecursivePropertyGatherLambda helper to a static class method instead - modified the RecursivePropertyGather utility method to exclude transient properties. notes: - the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether. #jira UE-33017 Change 3103692 on 2016/08/27 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3104266 on 2016/08/29 by Ben.Marsh Add test script to native assets for QAGame. Change 3104399 on 2016/08/29 by Ben.Marsh Fix missing property warning in build script. Change 3104419 on 2016/08/29 by Maciej.Mroz #jira UE-35135 Odin compiles with errors when using Blueprint nativization - Reduced number of DynamicCLass instance dependencies - Fixed UDS default values dependencies - Improved WeakObjPtr handling - Improved const parameters handling Change 3104474 on 2016/08/29 by Ryan.Rauschkolb BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow #jira UE-35245 Change 3105605 on 2016/08/30 by Maciej.Mroz Temp change: CIS Test Change 3105738 on 2016/08/30 by Maciej.Mroz UAT, CIS: testing NoRecompileUAT switch. Change 3105800 on 2016/08/30 by Maciej.Mroz UAT, CIS, Nativization: - reverted NoRecompileUAT switch. - testing nativization with -nocompileeditor flag and without -compile flag Change 3106162 on 2016/08/30 by Maciej.Mroz UAT, CIS, Nativization: -NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error. - Ugly hack removed. Change 3106261 on 2016/08/30 by Phillip.Kavan [UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping. change summary: - added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant). - moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode(). - re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result. - changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead. - modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert). #jira UE-34705 Change 3106478 on 2016/08/30 by Ben.Marsh Include *.uasset files on builders running the NativizeAssets job. Change 3107514 on 2016/08/31 by Ben.Cosh This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state. #Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected. #Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap #Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros #Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time #Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working #Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes #Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds #Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row. #Proj GraphEditor, Kismet, BlueprintProfiler, Change 3108268 on 2016/08/31 by Ben.Cosh Minor change from profiler review sessions to move macro timing to average stats. #Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time #Proj Kismet Change 3108991 on 2016/08/31 by Maciej.Mroz UAT, CIS, Nativization: Test separate cooking and compiling Change 3110097 on 2016/09/01 by Ben.Cosh Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug. #Jira UE-35377 - Blueprint macros highlighting white in profiler #Jira UE-34973 - Remove Ghost Nodes #Proj Kismet, BlueprintProfiler Change 3114553 on 2016/09/06 by Dan.Oconnor Support for TMap/TSet in blueprint variable editor panel #jira UE-2114 Change 3116367 on 2016/09/07 by Dan.Oconnor Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType #jira UE-2114, UE-35676 Change 3116663 on 2016/09/07 by Dan.Oconnor Fix for array functions showing up with TSet and TMap pins #jira UE-2114 Change 3118259 on 2016/09/08 by Ryan.Rauschkolb BP Profiler: Fixed Assert when profiling parent/child Blueprint #jira UE-35487 Change 3119023 on 2016/09/09 by Maciej.Mroz Manually integrated (from Odin branch) recent changes related to BP and nativization: 3115713 UE-35448 3117590 UE-35697 3117742 ODIN-577 Change 3119058 on 2016/09/09 by Maciej.Mroz #jira UE-32841 GitHub 2574 : fix typos #2574 https://github.com/EpicGames/UnrealEngine/pull/2574 Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private. Change 3119302 on 2016/09/09 by Maciej.Mroz #jira UE-35584 Orion - nativized server crashes Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration. Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) . Change 3119502 on 2016/09/09 by Mike.Beach When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.) #jira UE-35609 Change 3119517 on 2016/09/09 by Ryan.Rauschkolb Added blueprint editor settings option to display unique names for blueprint nodes Change 3119602 on 2016/09/09 by Maciej.Mroz #jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction Added stats about nativized AnimBP Mechanism to exlcude reducible AnimBP Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false Change 3119615 on 2016/09/09 by Maciej.Mroz Missing change (should be part of cl#3119602) Change 3119619 on 2016/09/09 by Maciej.Mroz #jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction Excluding all AnimBP from Orion nativization. Change 3120752 on 2016/09/12 by Maciej.Mroz #jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset() Removed unnecessary ensure Change 3121354 on 2016/09/12 by Dan.Oconnor Fixed variable type width, required for TMap's extra combobox. Change 3121626 on 2016/09/12 by Phillip.Kavan [UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard. Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel. change summary: - modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush). #jira UE-35456 Change 3122712 on 2016/09/13 by Maciej.Mroz #jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141] Replaced "check" with "ensure". Change 3124398 on 2016/09/14 by Maciej.Mroz More strict BP validation in UBlueprintThumbnailRenderer::Draw #jira UE-35705 Change 3124405 on 2016/09/14 by Maciej.Mroz #jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints Function Libraries are properly added to dependencies list while nativization. Change 3124667 on 2016/09/14 by Maciej.Mroz #jira UE-35262 Incompatible pins give generate warning, when error is necessary. Fixed incompatible pins validation. Change 3125245 on 2016/09/14 by Phillip.Kavan [UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view. change summary: - modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path - modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time - exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants #jira UE-33674 Change 3126211 on 2016/09/15 by Maciej.Mroz #jira UE-36016 Struct pin can be connected to Object pin without error Change 3126393 on 2016/09/15 by Maciej.Mroz #jira UE-35936 Replace "check" by "ensure". Change 3126623 on 2016/09/15 by Maciej.Mroz #jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag(). Change 3127288 on 2016/09/15 by Mike.Beach Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion). Change 3127375 on 2016/09/15 by Mike.Beach Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename). Change 3127381 on 2016/09/15 by Mike.Beach Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load). Change 3127476 on 2016/09/15 by Dan.Oconnor Build fix #jira UE-36073 Change 3128335 on 2016/09/16 by Maciej.Mroz #jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile Fixed broken BP assets. Change 3128589 on 2016/09/16 by Mike.Beach Fixing a static analysis CIS warning (duplicated condition). Change 3128630 on 2016/09/16 by Dan.Oconnor Re-fix with engine version set Change 3129338 on 2016/09/16 by Dan.Oconnor =FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented) +SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary) #jira UE-2114 [CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
bool bIsFunctionNotReducible = InnerFunctionImplementation(FunctionContext, EmitterContext, ExecutionGroup);
if (!bIsFunctionNotReducible)
{
FNativizationSummaryHelper::ReducibleFunciton(EmitterContext.Dependencies.FindOriginalClass(EmitterContext.GetCurrentlyGeneratedClass()));
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
void FBlueprintCompilerCppBackendBase::GenerateCodeFromEnum(UUserDefinedEnum* SourceEnum, const FCompilerNativizationOptions& NativizationOptions, FString& OutHeaderCode, FString& OutCPPCode)
{
check(SourceEnum);
FCodeText Header;
Header.AddLine(TEXT("#pragma once"));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2910968 on 2016/03/15 by Dan.Oconnor PR #2152: Fix for UE-27652 (Contributed by SNikon) #jira UE-28368, UE-27652 Change 2911052 on 2016/03/15 by Dan.Oconnor Moving Pin tooltip generating into GetPinHoverText to correct some issues with hovertext being stale. Motivation was PR #2095: Keep ResultPin Tooltip up to date on SpawnActor and CreateObject Nodes (Contributed by mollstam) #jira UE-27345 Change 2912261 on 2016/03/16 by Maciej.Mroz Fixed DynamicClass loading. #codereview Robert.Manuszewski Change 2912719 on 2016/03/17 by Phillip.Kavan [UE-28450] Cooked component template data now properly handles array property values having one or more items that differ from the default object. change summary: - modified FBlueprintEditorUtils::BuildComponentInstancingData() to generate additional data for individual array property values that differ from the component's class default object at cook time. - modified FBlueprintCookedComponentInstancingData::BuildCachedPropertyList() to parse cooked array property data at load time and generate a SubPropertyList representing the set of changed array property values. - modified UArrayProperty::SerializeItem() to handle an explicit custom property list when specified as part of the FArchive. - modified AActor::CreateComponentFromTemplateData() to set the 'PPF_Duplicate' PortFlag in order to emulate expected behavior that would otherwise occur when SDO is used for component instancing. - modified UActorComponent::Serialize() to not set 'bHasBeenCreated' on load for component template objects. Change 2912749 on 2016/03/17 by Phillip.Kavan [UE-28450] CIS fix Change 2912811 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a minor issue w/ branch nodes not including pure node chains in profiler tree view. Also reversed order of pure node chain display in tree view. #codereview Ben.Cosh Change 2912890 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - Constructor handles private (inaccessible) member variables. - no ensure failed when a component was removed in a static actor instance. Change 2913115 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a potential profiler crash when processing a pure node event with a script code offset that also maps to an impure exec node in a different function context. (forgot to include this in the previous CL) #codereview Ben.Cosh Change 2913266 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - fixed super:: call for BP native event. Change 2913313 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix reversed trace paths on pure nodes which caused missing pure timing data. (introduced in CL# 2912811) #codereview Ben.Cosh Change 2915001 on 2016/03/18 by Maciej.Mroz Blueprint C++ Conversion: Fixed color construction Change 2915306 on 2016/03/18 by Phillip.Kavan Fix /initProperties() optimization when PostLoad() changes a CDO property value away from the default value. Change 2916140 on 2016/03/20 by Phillip.Kavan Improved array property handling for both InitProperties() and cooked component data optimizations. Note: This should allow for proper runtime handling of array properties with an Inner that is potentially also an array property. change summary: - added FObjectInitializer::InitArrayPropertyFromCustomList() to assist with initializing instances from array properties with an explicit sub-property list. - added FBlueprintCookedComponentInstancingData::BuildCachedArrayPropertyList() to assist with recursively building a sub-property list for array deltas. - added FBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() to assist with recursively building a sub-property list for array deltas. Change 2916640 on 2016/03/21 by Ben.Cosh Support for tunnelling graphs in the blueprint profiler #UEBP-183 - Tunneling graph support #Proj Kismet, BlueprintProfiler - This removes the need to filter stat updates to prevent cyclic references ( now tunnel nodes are better described in terms of i/o pins ) - Moves to the more complete function based mapping of graphs. - Precursor to final macro code codereview Phillip.Kavan Change 2916902 on 2016/03/21 by Michael.Schoell The graph panel will now properly fade in splines when highlighting them. Added dynamic tick registering that will invalidate the graph panel, allowing it to update the current display per tick until the action is complete. Change 2917087 on 2016/03/21 by Ben.Cosh CIS mac fix Change 2917433 on 2016/03/21 by Dan.Oconnor PR #2163: Fix Bug for "IsDataOnlyBlueprint" Error (Contributed by cdsama) #jira UE-28534 Change 2917499 on 2016/03/21 by Mike.Beach Correcting an expectation that custom collision mappings were ordered (by collision channel). Now sorting the list before we translate them into trace types. #codereview Ori.Cohen, Lina.Halper, Zak.Middleton #rb Ori.Cohen, Zak.Middleton Change 2919538 on 2016/03/23 by Maciej.Mroz [CL 2937623 by Mike Beach in Main branch]
2016-04-07 21:18:08 -04:00
const FString EnumCppName = *FEmitHelper::GetCppName(SourceEnum);
// use GetBaseFilename() so that we can coordinate #includes and filenames
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Header.AddLine(FString::Printf(TEXT("#include \"%s.generated.h\""), *FEmitHelper::GetBaseFilename(SourceEnum, NativizationOptions)));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
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Header.AddLine(FString::Printf(TEXT("UENUM(BlueprintType, %s )"), *FEmitHelper::ReplaceConvertedMetaData(SourceEnum)));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2910968 on 2016/03/15 by Dan.Oconnor PR #2152: Fix for UE-27652 (Contributed by SNikon) #jira UE-28368, UE-27652 Change 2911052 on 2016/03/15 by Dan.Oconnor Moving Pin tooltip generating into GetPinHoverText to correct some issues with hovertext being stale. Motivation was PR #2095: Keep ResultPin Tooltip up to date on SpawnActor and CreateObject Nodes (Contributed by mollstam) #jira UE-27345 Change 2912261 on 2016/03/16 by Maciej.Mroz Fixed DynamicClass loading. #codereview Robert.Manuszewski Change 2912719 on 2016/03/17 by Phillip.Kavan [UE-28450] Cooked component template data now properly handles array property values having one or more items that differ from the default object. change summary: - modified FBlueprintEditorUtils::BuildComponentInstancingData() to generate additional data for individual array property values that differ from the component's class default object at cook time. - modified FBlueprintCookedComponentInstancingData::BuildCachedPropertyList() to parse cooked array property data at load time and generate a SubPropertyList representing the set of changed array property values. - modified UArrayProperty::SerializeItem() to handle an explicit custom property list when specified as part of the FArchive. - modified AActor::CreateComponentFromTemplateData() to set the 'PPF_Duplicate' PortFlag in order to emulate expected behavior that would otherwise occur when SDO is used for component instancing. - modified UActorComponent::Serialize() to not set 'bHasBeenCreated' on load for component template objects. Change 2912749 on 2016/03/17 by Phillip.Kavan [UE-28450] CIS fix Change 2912811 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a minor issue w/ branch nodes not including pure node chains in profiler tree view. Also reversed order of pure node chain display in tree view. #codereview Ben.Cosh Change 2912890 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - Constructor handles private (inaccessible) member variables. - no ensure failed when a component was removed in a static actor instance. Change 2913115 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a potential profiler crash when processing a pure node event with a script code offset that also maps to an impure exec node in a different function context. (forgot to include this in the previous CL) #codereview Ben.Cosh Change 2913266 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - fixed super:: call for BP native event. Change 2913313 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix reversed trace paths on pure nodes which caused missing pure timing data. (introduced in CL# 2912811) #codereview Ben.Cosh Change 2915001 on 2016/03/18 by Maciej.Mroz Blueprint C++ Conversion: Fixed color construction Change 2915306 on 2016/03/18 by Phillip.Kavan Fix /initProperties() optimization when PostLoad() changes a CDO property value away from the default value. Change 2916140 on 2016/03/20 by Phillip.Kavan Improved array property handling for both InitProperties() and cooked component data optimizations. Note: This should allow for proper runtime handling of array properties with an Inner that is potentially also an array property. change summary: - added FObjectInitializer::InitArrayPropertyFromCustomList() to assist with initializing instances from array properties with an explicit sub-property list. - added FBlueprintCookedComponentInstancingData::BuildCachedArrayPropertyList() to assist with recursively building a sub-property list for array deltas. - added FBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() to assist with recursively building a sub-property list for array deltas. Change 2916640 on 2016/03/21 by Ben.Cosh Support for tunnelling graphs in the blueprint profiler #UEBP-183 - Tunneling graph support #Proj Kismet, BlueprintProfiler - This removes the need to filter stat updates to prevent cyclic references ( now tunnel nodes are better described in terms of i/o pins ) - Moves to the more complete function based mapping of graphs. - Precursor to final macro code codereview Phillip.Kavan Change 2916902 on 2016/03/21 by Michael.Schoell The graph panel will now properly fade in splines when highlighting them. Added dynamic tick registering that will invalidate the graph panel, allowing it to update the current display per tick until the action is complete. Change 2917087 on 2016/03/21 by Ben.Cosh CIS mac fix Change 2917433 on 2016/03/21 by Dan.Oconnor PR #2163: Fix Bug for "IsDataOnlyBlueprint" Error (Contributed by cdsama) #jira UE-28534 Change 2917499 on 2016/03/21 by Mike.Beach Correcting an expectation that custom collision mappings were ordered (by collision channel). Now sorting the list before we translate them into trace types. #codereview Ori.Cohen, Lina.Halper, Zak.Middleton #rb Ori.Cohen, Zak.Middleton Change 2919538 on 2016/03/23 by Maciej.Mroz [CL 2937623 by Mike Beach in Main branch]
2016-04-07 21:18:08 -04:00
Header.AddLine(FString::Printf(TEXT("enum class %s : uint8"), *EnumCppName));
Header.AddLine(TEXT("{"));
Header.IncreaseIndent();
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2984628) ========================== MAJOR FEATURES + CHANGES ========================== Change 2972003 on 2016/05/10 by Maciej.Mroz Fixed build process for nativized Orion. When UBT commandline includes "-2015" switch, the Orion will be compiled with VS2015. Change 2972004 on 2016/05/10 by Maciej.Mroz Removed unnecessary comment Change 2972177 on 2016/05/10 by Maciej.Mroz Changed check() in UEdGraphSchema_K2::CreateSubstituteNode into ensure(). It fails for BP_GMM_Trainer asser (from Orion). Change 2972313 on 2016/05/10 by Ben.Cosh Adding support for the blueprint profiler execution path wire heat display which includes SlateCore support for color gradient splines. #UEBP-103 - Execution path wire heat display #Proj BlueprintProfiler, GraphEditor, Kismet, UnrealEd, SlateCore #CodeReview Phillip.Kavan Change 2974089 on 2016/05/11 by Maciej.Mroz #jira UE-30557 NaN value is replaced by 0.0f while nativization. Change 2974447 on 2016/05/11 by Maciej.Mroz Fixed (in nativized code) strange C4883 error in VS2015 update 2. Change 2974601 on 2016/05/11 by Mike.Beach Fixing FText formatting warning, coming from the GameMode menu. #jira UE-29901 Change 2974882 on 2016/05/11 by Dan.Oconnor Fix for changes that only affected case being dropped by the blueprint editor (only effectied pins in graph view) #jira UE-29750 Change 2977298 on 2016/05/13 by Ryan.Rauschkolb Fixed Spelling error in Tooltip for "Save On Compile" in BP Editor #jira UE-20392 Change 2977299 on 2016/05/13 by Ryan.Rauschkolb Fixed Wrong Tooltip for "Keywords" and "Compact Node" in Macro Library Derived from an Actor #jira UE-29894 Change 2977486 on 2016/05/13 by Ryan.Rauschkolb Fixed "Asterisk" is misspelled as "Asterix" in a Blueprint Node #jira UE-21579 Change 2977497 on 2016/05/13 by Mike.Beach Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2977898 on 2016/05/14 by Maciej.Mroz BP Nativization: Name of native enum (converted from UDE) is mangled. Change 2977915 on 2016/05/14 by Maciej.Mroz Fixed UKismetNodeHelperLibrary::GetValidValue Change 2978934 on 2016/05/16 by Maciej.Mroz Blueprint nativiation fix: Original owner od delegate is no longer added as "header dependency". THe delegates signatures are recreated in local scope anyway. This change solves some circularly dependent headers errors (UHT error) Change 2978985 on 2016/05/16 by Bob.Tellez Duplicating CL#2969542 from //Fortnite/Main #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2979069 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone A too strict check (in UEdGraphSchema_K2::ArePinTypesCompatible) is replaced by an error log. Change 2980131 on 2016/05/17 by Ben.Cosh This changes the macro displays in the execution graph to improve the logical layout of stats. #Jira UEBP-192 - Update the macro appearance in the execution graph #Proj Kismet, BlueprintProfiler Change 2980483 on 2016/05/17 by Ryan.Rauschkolb Fixed Copy/paste of Make Array loses type and values #jira UE-16240 Change 2980764 on 2016/05/17 by Ryan.Rauschkolb Added "Get All Actors With Tag" node #jira UE-28769 Change 2982120 on 2016/05/18 by Mike.Beach Preventing a crash that can happen when a UWorld TObjectIterator hits worlds that aren't in the engine's WorldList. Change 2983265 on 2016/05/19 by Ben.Cosh Fix for Blueprint profiler Min/Max stats considering both exclusive and inclusive timings #Jira UE-31004 - The blueprint profiler displays different values for min and max stats when only a single sample is present. #Proj Kismet #lockdown nick.penwarden [CL 2985633 by Dan Oconnor in Main branch]
2016-05-20 16:22:44 -04:00
auto EnumItemName = [&](int32 InIndex)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
const int64 ElemValue = SourceEnum->GetValueByIndex(InIndex);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2984628) ========================== MAJOR FEATURES + CHANGES ========================== Change 2972003 on 2016/05/10 by Maciej.Mroz Fixed build process for nativized Orion. When UBT commandline includes "-2015" switch, the Orion will be compiled with VS2015. Change 2972004 on 2016/05/10 by Maciej.Mroz Removed unnecessary comment Change 2972177 on 2016/05/10 by Maciej.Mroz Changed check() in UEdGraphSchema_K2::CreateSubstituteNode into ensure(). It fails for BP_GMM_Trainer asser (from Orion). Change 2972313 on 2016/05/10 by Ben.Cosh Adding support for the blueprint profiler execution path wire heat display which includes SlateCore support for color gradient splines. #UEBP-103 - Execution path wire heat display #Proj BlueprintProfiler, GraphEditor, Kismet, UnrealEd, SlateCore #CodeReview Phillip.Kavan Change 2974089 on 2016/05/11 by Maciej.Mroz #jira UE-30557 NaN value is replaced by 0.0f while nativization. Change 2974447 on 2016/05/11 by Maciej.Mroz Fixed (in nativized code) strange C4883 error in VS2015 update 2. Change 2974601 on 2016/05/11 by Mike.Beach Fixing FText formatting warning, coming from the GameMode menu. #jira UE-29901 Change 2974882 on 2016/05/11 by Dan.Oconnor Fix for changes that only affected case being dropped by the blueprint editor (only effectied pins in graph view) #jira UE-29750 Change 2977298 on 2016/05/13 by Ryan.Rauschkolb Fixed Spelling error in Tooltip for "Save On Compile" in BP Editor #jira UE-20392 Change 2977299 on 2016/05/13 by Ryan.Rauschkolb Fixed Wrong Tooltip for "Keywords" and "Compact Node" in Macro Library Derived from an Actor #jira UE-29894 Change 2977486 on 2016/05/13 by Ryan.Rauschkolb Fixed "Asterisk" is misspelled as "Asterix" in a Blueprint Node #jira UE-21579 Change 2977497 on 2016/05/13 by Mike.Beach Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2977898 on 2016/05/14 by Maciej.Mroz BP Nativization: Name of native enum (converted from UDE) is mangled. Change 2977915 on 2016/05/14 by Maciej.Mroz Fixed UKismetNodeHelperLibrary::GetValidValue Change 2978934 on 2016/05/16 by Maciej.Mroz Blueprint nativiation fix: Original owner od delegate is no longer added as "header dependency". THe delegates signatures are recreated in local scope anyway. This change solves some circularly dependent headers errors (UHT error) Change 2978985 on 2016/05/16 by Bob.Tellez Duplicating CL#2969542 from //Fortnite/Main #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2979069 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone A too strict check (in UEdGraphSchema_K2::ArePinTypesCompatible) is replaced by an error log. Change 2980131 on 2016/05/17 by Ben.Cosh This changes the macro displays in the execution graph to improve the logical layout of stats. #Jira UEBP-192 - Update the macro appearance in the execution graph #Proj Kismet, BlueprintProfiler Change 2980483 on 2016/05/17 by Ryan.Rauschkolb Fixed Copy/paste of Make Array loses type and values #jira UE-16240 Change 2980764 on 2016/05/17 by Ryan.Rauschkolb Added "Get All Actors With Tag" node #jira UE-28769 Change 2982120 on 2016/05/18 by Mike.Beach Preventing a crash that can happen when a UWorld TObjectIterator hits worlds that aren't in the engine's WorldList. Change 2983265 on 2016/05/19 by Ben.Cosh Fix for Blueprint profiler Min/Max stats considering both exclusive and inclusive timings #Jira UE-31004 - The blueprint profiler displays different values for min and max stats when only a single sample is present. #Proj Kismet #lockdown nick.penwarden [CL 2985633 by Dan Oconnor in Main branch]
2016-05-20 16:22:44 -04:00
if (ElemValue == SourceEnum->GetMaxEnumValue())
{
return FString::Printf(TEXT("%s_MAX"), *EnumCppName);
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
return SourceEnum->GetNameStringByIndex(InIndex);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2984628) ========================== MAJOR FEATURES + CHANGES ========================== Change 2972003 on 2016/05/10 by Maciej.Mroz Fixed build process for nativized Orion. When UBT commandline includes "-2015" switch, the Orion will be compiled with VS2015. Change 2972004 on 2016/05/10 by Maciej.Mroz Removed unnecessary comment Change 2972177 on 2016/05/10 by Maciej.Mroz Changed check() in UEdGraphSchema_K2::CreateSubstituteNode into ensure(). It fails for BP_GMM_Trainer asser (from Orion). Change 2972313 on 2016/05/10 by Ben.Cosh Adding support for the blueprint profiler execution path wire heat display which includes SlateCore support for color gradient splines. #UEBP-103 - Execution path wire heat display #Proj BlueprintProfiler, GraphEditor, Kismet, UnrealEd, SlateCore #CodeReview Phillip.Kavan Change 2974089 on 2016/05/11 by Maciej.Mroz #jira UE-30557 NaN value is replaced by 0.0f while nativization. Change 2974447 on 2016/05/11 by Maciej.Mroz Fixed (in nativized code) strange C4883 error in VS2015 update 2. Change 2974601 on 2016/05/11 by Mike.Beach Fixing FText formatting warning, coming from the GameMode menu. #jira UE-29901 Change 2974882 on 2016/05/11 by Dan.Oconnor Fix for changes that only affected case being dropped by the blueprint editor (only effectied pins in graph view) #jira UE-29750 Change 2977298 on 2016/05/13 by Ryan.Rauschkolb Fixed Spelling error in Tooltip for "Save On Compile" in BP Editor #jira UE-20392 Change 2977299 on 2016/05/13 by Ryan.Rauschkolb Fixed Wrong Tooltip for "Keywords" and "Compact Node" in Macro Library Derived from an Actor #jira UE-29894 Change 2977486 on 2016/05/13 by Ryan.Rauschkolb Fixed "Asterisk" is misspelled as "Asterix" in a Blueprint Node #jira UE-21579 Change 2977497 on 2016/05/13 by Mike.Beach Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2977898 on 2016/05/14 by Maciej.Mroz BP Nativization: Name of native enum (converted from UDE) is mangled. Change 2977915 on 2016/05/14 by Maciej.Mroz Fixed UKismetNodeHelperLibrary::GetValidValue Change 2978934 on 2016/05/16 by Maciej.Mroz Blueprint nativiation fix: Original owner od delegate is no longer added as "header dependency". THe delegates signatures are recreated in local scope anyway. This change solves some circularly dependent headers errors (UHT error) Change 2978985 on 2016/05/16 by Bob.Tellez Duplicating CL#2969542 from //Fortnite/Main #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2979069 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone A too strict check (in UEdGraphSchema_K2::ArePinTypesCompatible) is replaced by an error log. Change 2980131 on 2016/05/17 by Ben.Cosh This changes the macro displays in the execution graph to improve the logical layout of stats. #Jira UEBP-192 - Update the macro appearance in the execution graph #Proj Kismet, BlueprintProfiler Change 2980483 on 2016/05/17 by Ryan.Rauschkolb Fixed Copy/paste of Make Array loses type and values #jira UE-16240 Change 2980764 on 2016/05/17 by Ryan.Rauschkolb Added "Get All Actors With Tag" node #jira UE-28769 Change 2982120 on 2016/05/18 by Mike.Beach Preventing a crash that can happen when a UWorld TObjectIterator hits worlds that aren't in the engine's WorldList. Change 2983265 on 2016/05/19 by Ben.Cosh Fix for Blueprint profiler Min/Max stats considering both exclusive and inclusive timings #Jira UE-31004 - The blueprint profiler displays different values for min and max stats when only a single sample is present. #Proj Kismet #lockdown nick.penwarden [CL 2985633 by Dan Oconnor in Main branch]
2016-05-20 16:22:44 -04:00
};
for (int32 Index = 0; Index < SourceEnum->NumEnums(); ++Index)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
const FString ElemCppName = EnumItemName(Index);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
const int64 ElemValue = SourceEnum->GetValueByIndex(Index);
const FString& DisplayNameMD = SourceEnum->GetMetaData(TEXT("DisplayName"), ElemValue);// TODO: value or index?
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
const FString MetaDisplayName = DisplayNameMD.IsEmpty() ? FString() : FString::Printf(TEXT("DisplayName = \"%s\","), *DisplayNameMD.ReplaceCharWithEscapedChar());
const FString MetaOverrideName = FString::Printf(TEXT("OverrideName = \"%s\""), *SourceEnum->GetNameByIndex(Index).ToString());
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
Header.AddLine(FString::Printf(TEXT("%s = %lld UMETA(%s%s),"), *ElemCppName, ElemValue, *MetaDisplayName, *MetaOverrideName));
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2984628) ========================== MAJOR FEATURES + CHANGES ========================== Change 2972003 on 2016/05/10 by Maciej.Mroz Fixed build process for nativized Orion. When UBT commandline includes "-2015" switch, the Orion will be compiled with VS2015. Change 2972004 on 2016/05/10 by Maciej.Mroz Removed unnecessary comment Change 2972177 on 2016/05/10 by Maciej.Mroz Changed check() in UEdGraphSchema_K2::CreateSubstituteNode into ensure(). It fails for BP_GMM_Trainer asser (from Orion). Change 2972313 on 2016/05/10 by Ben.Cosh Adding support for the blueprint profiler execution path wire heat display which includes SlateCore support for color gradient splines. #UEBP-103 - Execution path wire heat display #Proj BlueprintProfiler, GraphEditor, Kismet, UnrealEd, SlateCore #CodeReview Phillip.Kavan Change 2974089 on 2016/05/11 by Maciej.Mroz #jira UE-30557 NaN value is replaced by 0.0f while nativization. Change 2974447 on 2016/05/11 by Maciej.Mroz Fixed (in nativized code) strange C4883 error in VS2015 update 2. Change 2974601 on 2016/05/11 by Mike.Beach Fixing FText formatting warning, coming from the GameMode menu. #jira UE-29901 Change 2974882 on 2016/05/11 by Dan.Oconnor Fix for changes that only affected case being dropped by the blueprint editor (only effectied pins in graph view) #jira UE-29750 Change 2977298 on 2016/05/13 by Ryan.Rauschkolb Fixed Spelling error in Tooltip for "Save On Compile" in BP Editor #jira UE-20392 Change 2977299 on 2016/05/13 by Ryan.Rauschkolb Fixed Wrong Tooltip for "Keywords" and "Compact Node" in Macro Library Derived from an Actor #jira UE-29894 Change 2977486 on 2016/05/13 by Ryan.Rauschkolb Fixed "Asterisk" is misspelled as "Asterix" in a Blueprint Node #jira UE-21579 Change 2977497 on 2016/05/13 by Mike.Beach Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2977898 on 2016/05/14 by Maciej.Mroz BP Nativization: Name of native enum (converted from UDE) is mangled. Change 2977915 on 2016/05/14 by Maciej.Mroz Fixed UKismetNodeHelperLibrary::GetValidValue Change 2978934 on 2016/05/16 by Maciej.Mroz Blueprint nativiation fix: Original owner od delegate is no longer added as "header dependency". THe delegates signatures are recreated in local scope anyway. This change solves some circularly dependent headers errors (UHT error) Change 2978985 on 2016/05/16 by Bob.Tellez Duplicating CL#2969542 from //Fortnite/Main #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2979069 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone A too strict check (in UEdGraphSchema_K2::ArePinTypesCompatible) is replaced by an error log. Change 2980131 on 2016/05/17 by Ben.Cosh This changes the macro displays in the execution graph to improve the logical layout of stats. #Jira UEBP-192 - Update the macro appearance in the execution graph #Proj Kismet, BlueprintProfiler Change 2980483 on 2016/05/17 by Ryan.Rauschkolb Fixed Copy/paste of Make Array loses type and values #jira UE-16240 Change 2980764 on 2016/05/17 by Ryan.Rauschkolb Added "Get All Actors With Tag" node #jira UE-28769 Change 2982120 on 2016/05/18 by Mike.Beach Preventing a crash that can happen when a UWorld TObjectIterator hits worlds that aren't in the engine's WorldList. Change 2983265 on 2016/05/19 by Ben.Cosh Fix for Blueprint profiler Min/Max stats considering both exclusive and inclusive timings #Jira UE-31004 - The blueprint profiler displays different values for min and max stats when only a single sample is present. #Proj Kismet #lockdown nick.penwarden [CL 2985633 by Dan Oconnor in Main branch]
2016-05-20 16:22:44 -04:00
Header.DecreaseIndent();
Header.AddLine(TEXT("};"));
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2967759) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2919729 on 2016/03/23 by Ben.Cosh Support for macros in the profiler #UEBP-177 - Macro instance handling #Proj Kismet, BlueprintProfiler - Adds support for timings inside macro calls - Extends the tunnel graph support to handle multiple entry/exit sites Change 2938064 on 2016/04/08 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. Change 2938088 on 2016/04/08 by Mike.Beach Making bytecode produced by latent action nodes deterministic. Change 2938101 on 2016/04/08 by Mike.Beach Fixing a bug where the compile summary was not being reported because another compiler log was lingering - making it so the MathExpression node compiler log is not initialized with intent to report its own summary (it gets folded into the primary log). Change 2938121 on 2016/04/08 by Phillip.Kavan Remove a few redundant MBASM calls on variable type change. Change 2940295 on 2016/04/11 by Dan.Oconnor We now 'tag subobjects' of a blueprint even if it's part of the rootset, this means we correctly detect references to the BPGC in FPendingDelete::CheckForReferences(). Original rootset check dates to 2012 and I can find no justification for it currently. #jira UE-29216 Change 2943227 on 2016/04/13 by Dan.Oconnor Fixed improper detection of functions from interfaces that themselves inherit from some other interface #jira UE-29440 Change 2944270 on 2016/04/14 by Phillip.Kavan [UEBP-176] First pass at BP graph node heat map visualization while profiling. change summary: - added an "indicator overlay" to graph node widget layouts - added a heat mode "mode" selector widget to the BP profiler view panel - extended IBlueprintProfilerInterface to include APIs for accessing current heat map mode state - added FScriptNodePerfData::GetBlueprintPerfDataForAllTracePaths() (tentative - may need revisiting) - added SGraphNode::GetNodeIndicatorOverlayColor() and GetNodeIndicatorOverlayVisibility() delegates - added BP-specific delegate overrides to SGraphNodeK2Base; extended to include both compact and variable nodes Change 2946932 on 2016/04/18 by Mike.Beach Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #jira UE-26998 Change 2949968 on 2016/04/20 by Dan.Oconnor Array access out of bounds by value is a warning again, added ability to elevate individual warnings on a per project basis (or supress them) #jira UE-28971 Change 2950113 on 2016/04/20 by Dan.Oconnor Removed GBlueprintCompileTime, it was not accurate. Printing BlueprintCompileAndLoadTimerData.GetTime() at start instead Change 2951086 on 2016/04/21 by Ben.Cosh This change addresses the edge case in the blueprint profiler that caused stats to fail when tunnel nodes were linked through to other tunnel nodes. #jira UE-28750 - Crash compiling a Blueprint that contains a For Loop with profiler active #Proj Kismet, BlueprintProfiler Change 2951336 on 2016/04/21 by Ben.Cosh This change enables blueprint breakpoints during instrumented conditions. #jira UEBP-178 - Fix breakpoints under profiling conditions #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler Change 2951406 on 2016/04/21 by Ben.Cosh Fix for blueprint profiler stats for the top level blueprint stat entry not updating correctly. #Proj Kismet Change 2951832 on 2016/04/21 by Ben.Cosh Fix for certain blueprint profiler stats not being updated and collected at the blueprint container level due to incorrect tracepaths. #Proj Kismet #info This should fix the node heatmaps as a side effect. #Codereview Phillip.Kavan Change 2956696 on 2016/04/26 by Dan.Oconnor Tweak fix for macros being BS_Dirty after loading. The current fix had the side effect of not recompiling clients of the macro after making a change to the macro and entering PIE #jira UE-29495 Change 2957564 on 2016/04/27 by Maciej.Mroz Various fixes related to nativized enums. #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true Change 2961626 on 2016/04/29 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2962747 on 2016/05/02 by Maciej.Mroz #jira UE-30123 Cannot use abilities in nativized Orion build GameplayAbility handles BPGC and DynamicClass the same way. C++ backend do not assumes that some literal objects are UserDefinesEnum/UserDefinedStruct/BlueprintGeneratedClass. Change 2965679 on 2016/05/04 by Maciej.Mroz Increased stack size (384k) of threads spawned by Task Graph. (Temporary?) fix for stack overflow, when amination in Orion are evaluated. Change 2965758 on 2016/05/04 by Maciej.Mroz #jira UE-30300 "ReturnToBase" ability does not work in nativized Orion. Fixed CDO creation in async loaded Dynamic Class. Fixed too restrict cast assertions. Change 2966543 on 2016/05/04 by Maciej.Mroz #jira UE-30235 Mac QAGame fails to package with nativization #jira UE-30282 Match3 nativized android package fails to build Change 2966839 on 2016/05/04 by Dan.Oconnor Typo IMPLEMENT_MODULE creates weird linking error, also may need entry in Target.cs to get BlueprintRuntime to build. Copying that pattern from ___LoadingScreen modules #jira UE-30333 Change 2967347 on 2016/05/05 by Maciej.Mroz #jira UE-30196 Unable to package a copy of project with Nativize Blueprints enabled CommandUtils.GetDirectoryName should not be used with directory path (but only with file path), because it cannot handle paths like "e:\My11Project 4.13" (containing '.'). It seems useless with directory path anyway. [CL 2968184 by Dan Oconnor in Main branch]
2016-05-05 18:28:40 -04:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Header.AddLine(FString::Printf(TEXT("FText %s__GetUserFriendlyName(int32 InValue);"), *EnumCppName));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2910968 on 2016/03/15 by Dan.Oconnor PR #2152: Fix for UE-27652 (Contributed by SNikon) #jira UE-28368, UE-27652 Change 2911052 on 2016/03/15 by Dan.Oconnor Moving Pin tooltip generating into GetPinHoverText to correct some issues with hovertext being stale. Motivation was PR #2095: Keep ResultPin Tooltip up to date on SpawnActor and CreateObject Nodes (Contributed by mollstam) #jira UE-27345 Change 2912261 on 2016/03/16 by Maciej.Mroz Fixed DynamicClass loading. #codereview Robert.Manuszewski Change 2912719 on 2016/03/17 by Phillip.Kavan [UE-28450] Cooked component template data now properly handles array property values having one or more items that differ from the default object. change summary: - modified FBlueprintEditorUtils::BuildComponentInstancingData() to generate additional data for individual array property values that differ from the component's class default object at cook time. - modified FBlueprintCookedComponentInstancingData::BuildCachedPropertyList() to parse cooked array property data at load time and generate a SubPropertyList representing the set of changed array property values. - modified UArrayProperty::SerializeItem() to handle an explicit custom property list when specified as part of the FArchive. - modified AActor::CreateComponentFromTemplateData() to set the 'PPF_Duplicate' PortFlag in order to emulate expected behavior that would otherwise occur when SDO is used for component instancing. - modified UActorComponent::Serialize() to not set 'bHasBeenCreated' on load for component template objects. Change 2912749 on 2016/03/17 by Phillip.Kavan [UE-28450] CIS fix Change 2912811 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a minor issue w/ branch nodes not including pure node chains in profiler tree view. Also reversed order of pure node chain display in tree view. #codereview Ben.Cosh Change 2912890 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - Constructor handles private (inaccessible) member variables. - no ensure failed when a component was removed in a static actor instance. Change 2913115 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a potential profiler crash when processing a pure node event with a script code offset that also maps to an impure exec node in a different function context. (forgot to include this in the previous CL) #codereview Ben.Cosh Change 2913266 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - fixed super:: call for BP native event. Change 2913313 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix reversed trace paths on pure nodes which caused missing pure timing data. (introduced in CL# 2912811) #codereview Ben.Cosh Change 2915001 on 2016/03/18 by Maciej.Mroz Blueprint C++ Conversion: Fixed color construction Change 2915306 on 2016/03/18 by Phillip.Kavan Fix /initProperties() optimization when PostLoad() changes a CDO property value away from the default value. Change 2916140 on 2016/03/20 by Phillip.Kavan Improved array property handling for both InitProperties() and cooked component data optimizations. Note: This should allow for proper runtime handling of array properties with an Inner that is potentially also an array property. change summary: - added FObjectInitializer::InitArrayPropertyFromCustomList() to assist with initializing instances from array properties with an explicit sub-property list. - added FBlueprintCookedComponentInstancingData::BuildCachedArrayPropertyList() to assist with recursively building a sub-property list for array deltas. - added FBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() to assist with recursively building a sub-property list for array deltas. Change 2916640 on 2016/03/21 by Ben.Cosh Support for tunnelling graphs in the blueprint profiler #UEBP-183 - Tunneling graph support #Proj Kismet, BlueprintProfiler - This removes the need to filter stat updates to prevent cyclic references ( now tunnel nodes are better described in terms of i/o pins ) - Moves to the more complete function based mapping of graphs. - Precursor to final macro code codereview Phillip.Kavan Change 2916902 on 2016/03/21 by Michael.Schoell The graph panel will now properly fade in splines when highlighting them. Added dynamic tick registering that will invalidate the graph panel, allowing it to update the current display per tick until the action is complete. Change 2917087 on 2016/03/21 by Ben.Cosh CIS mac fix Change 2917433 on 2016/03/21 by Dan.Oconnor PR #2163: Fix Bug for "IsDataOnlyBlueprint" Error (Contributed by cdsama) #jira UE-28534 Change 2917499 on 2016/03/21 by Mike.Beach Correcting an expectation that custom collision mappings were ordered (by collision channel). Now sorting the list before we translate them into trace types. #codereview Ori.Cohen, Lina.Halper, Zak.Middleton #rb Ori.Cohen, Zak.Middleton Change 2919538 on 2016/03/23 by Maciej.Mroz [CL 2937623 by Mike Beach in Main branch]
2016-04-07 21:18:08 -04:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
OutHeaderCode = MoveTemp(Header.Result);
FCodeText Body;
const FString PCHFilename = FEmitHelper::GetPCHFilename();
if (!NativizationOptions.bExcludeMonolithicHeaders)
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
// If monolithic headers are not being excluded, then we are not IWYU-compliant, and thus we include the PCH file first.
if (!PCHFilename.IsEmpty())
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Body.AddLine(FString::Printf(TEXT("#include \"%s\""), *PCHFilename));
}
else
{
// Used when generated code is not in a separate module
const FString MainHeaderFilename = FEmitHelper::GetGameMainHeaderFilename();
if (!MainHeaderFilename.IsEmpty())
{
Body.AddLine(FString::Printf(TEXT("#include \"%s\""), *MainHeaderFilename));
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Body.AddLine(FString::Printf(TEXT("#include \"%s.h\""), *FEmitHelper::GetBaseFilename(SourceEnum, NativizationOptions)));
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
// generate implementation of GetUserFriendlyName:
Body.AddLine(FString::Printf(TEXT("FText %s__GetUserFriendlyName(int32 InValue)"), *EnumCppName, *EnumCppName));
Body.AddLine(TEXT("{"));
Body.IncreaseIndent();
Body.AddLine(TEXT("FText Text;"));
Body.AddLine(FString::Printf(TEXT("const auto EnumValue = static_cast<%s>(InValue);"), *EnumCppName));
Body.AddLine(TEXT("switch(EnumValue)"));
Body.AddLine(TEXT("{"));
Body.IncreaseIndent();
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2910968 on 2016/03/15 by Dan.Oconnor PR #2152: Fix for UE-27652 (Contributed by SNikon) #jira UE-28368, UE-27652 Change 2911052 on 2016/03/15 by Dan.Oconnor Moving Pin tooltip generating into GetPinHoverText to correct some issues with hovertext being stale. Motivation was PR #2095: Keep ResultPin Tooltip up to date on SpawnActor and CreateObject Nodes (Contributed by mollstam) #jira UE-27345 Change 2912261 on 2016/03/16 by Maciej.Mroz Fixed DynamicClass loading. #codereview Robert.Manuszewski Change 2912719 on 2016/03/17 by Phillip.Kavan [UE-28450] Cooked component template data now properly handles array property values having one or more items that differ from the default object. change summary: - modified FBlueprintEditorUtils::BuildComponentInstancingData() to generate additional data for individual array property values that differ from the component's class default object at cook time. - modified FBlueprintCookedComponentInstancingData::BuildCachedPropertyList() to parse cooked array property data at load time and generate a SubPropertyList representing the set of changed array property values. - modified UArrayProperty::SerializeItem() to handle an explicit custom property list when specified as part of the FArchive. - modified AActor::CreateComponentFromTemplateData() to set the 'PPF_Duplicate' PortFlag in order to emulate expected behavior that would otherwise occur when SDO is used for component instancing. - modified UActorComponent::Serialize() to not set 'bHasBeenCreated' on load for component template objects. Change 2912749 on 2016/03/17 by Phillip.Kavan [UE-28450] CIS fix Change 2912811 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a minor issue w/ branch nodes not including pure node chains in profiler tree view. Also reversed order of pure node chain display in tree view. #codereview Ben.Cosh Change 2912890 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - Constructor handles private (inaccessible) member variables. - no ensure failed when a component was removed in a static actor instance. Change 2913115 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a potential profiler crash when processing a pure node event with a script code offset that also maps to an impure exec node in a different function context. (forgot to include this in the previous CL) #codereview Ben.Cosh Change 2913266 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - fixed super:: call for BP native event. Change 2913313 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix reversed trace paths on pure nodes which caused missing pure timing data. (introduced in CL# 2912811) #codereview Ben.Cosh Change 2915001 on 2016/03/18 by Maciej.Mroz Blueprint C++ Conversion: Fixed color construction Change 2915306 on 2016/03/18 by Phillip.Kavan Fix /initProperties() optimization when PostLoad() changes a CDO property value away from the default value. Change 2916140 on 2016/03/20 by Phillip.Kavan Improved array property handling for both InitProperties() and cooked component data optimizations. Note: This should allow for proper runtime handling of array properties with an Inner that is potentially also an array property. change summary: - added FObjectInitializer::InitArrayPropertyFromCustomList() to assist with initializing instances from array properties with an explicit sub-property list. - added FBlueprintCookedComponentInstancingData::BuildCachedArrayPropertyList() to assist with recursively building a sub-property list for array deltas. - added FBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() to assist with recursively building a sub-property list for array deltas. Change 2916640 on 2016/03/21 by Ben.Cosh Support for tunnelling graphs in the blueprint profiler #UEBP-183 - Tunneling graph support #Proj Kismet, BlueprintProfiler - This removes the need to filter stat updates to prevent cyclic references ( now tunnel nodes are better described in terms of i/o pins ) - Moves to the more complete function based mapping of graphs. - Precursor to final macro code codereview Phillip.Kavan Change 2916902 on 2016/03/21 by Michael.Schoell The graph panel will now properly fade in splines when highlighting them. Added dynamic tick registering that will invalidate the graph panel, allowing it to update the current display per tick until the action is complete. Change 2917087 on 2016/03/21 by Ben.Cosh CIS mac fix Change 2917433 on 2016/03/21 by Dan.Oconnor PR #2163: Fix Bug for "IsDataOnlyBlueprint" Error (Contributed by cdsama) #jira UE-28534 Change 2917499 on 2016/03/21 by Mike.Beach Correcting an expectation that custom collision mappings were ordered (by collision channel). Now sorting the list before we translate them into trace types. #codereview Ori.Cohen, Lina.Halper, Zak.Middleton #rb Ori.Cohen, Zak.Middleton Change 2919538 on 2016/03/23 by Maciej.Mroz [CL 2937623 by Mike Beach in Main branch]
2016-04-07 21:18:08 -04:00
for (int32 Index = 0; Index < SourceEnum->NumEnums(); ++Index)
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2984628) ========================== MAJOR FEATURES + CHANGES ========================== Change 2972003 on 2016/05/10 by Maciej.Mroz Fixed build process for nativized Orion. When UBT commandline includes "-2015" switch, the Orion will be compiled with VS2015. Change 2972004 on 2016/05/10 by Maciej.Mroz Removed unnecessary comment Change 2972177 on 2016/05/10 by Maciej.Mroz Changed check() in UEdGraphSchema_K2::CreateSubstituteNode into ensure(). It fails for BP_GMM_Trainer asser (from Orion). Change 2972313 on 2016/05/10 by Ben.Cosh Adding support for the blueprint profiler execution path wire heat display which includes SlateCore support for color gradient splines. #UEBP-103 - Execution path wire heat display #Proj BlueprintProfiler, GraphEditor, Kismet, UnrealEd, SlateCore #CodeReview Phillip.Kavan Change 2974089 on 2016/05/11 by Maciej.Mroz #jira UE-30557 NaN value is replaced by 0.0f while nativization. Change 2974447 on 2016/05/11 by Maciej.Mroz Fixed (in nativized code) strange C4883 error in VS2015 update 2. Change 2974601 on 2016/05/11 by Mike.Beach Fixing FText formatting warning, coming from the GameMode menu. #jira UE-29901 Change 2974882 on 2016/05/11 by Dan.Oconnor Fix for changes that only affected case being dropped by the blueprint editor (only effectied pins in graph view) #jira UE-29750 Change 2977298 on 2016/05/13 by Ryan.Rauschkolb Fixed Spelling error in Tooltip for "Save On Compile" in BP Editor #jira UE-20392 Change 2977299 on 2016/05/13 by Ryan.Rauschkolb Fixed Wrong Tooltip for "Keywords" and "Compact Node" in Macro Library Derived from an Actor #jira UE-29894 Change 2977486 on 2016/05/13 by Ryan.Rauschkolb Fixed "Asterisk" is misspelled as "Asterix" in a Blueprint Node #jira UE-21579 Change 2977497 on 2016/05/13 by Mike.Beach Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2977898 on 2016/05/14 by Maciej.Mroz BP Nativization: Name of native enum (converted from UDE) is mangled. Change 2977915 on 2016/05/14 by Maciej.Mroz Fixed UKismetNodeHelperLibrary::GetValidValue Change 2978934 on 2016/05/16 by Maciej.Mroz Blueprint nativiation fix: Original owner od delegate is no longer added as "header dependency". THe delegates signatures are recreated in local scope anyway. This change solves some circularly dependent headers errors (UHT error) Change 2978985 on 2016/05/16 by Bob.Tellez Duplicating CL#2969542 from //Fortnite/Main #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2979069 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone A too strict check (in UEdGraphSchema_K2::ArePinTypesCompatible) is replaced by an error log. Change 2980131 on 2016/05/17 by Ben.Cosh This changes the macro displays in the execution graph to improve the logical layout of stats. #Jira UEBP-192 - Update the macro appearance in the execution graph #Proj Kismet, BlueprintProfiler Change 2980483 on 2016/05/17 by Ryan.Rauschkolb Fixed Copy/paste of Make Array loses type and values #jira UE-16240 Change 2980764 on 2016/05/17 by Ryan.Rauschkolb Added "Get All Actors With Tag" node #jira UE-28769 Change 2982120 on 2016/05/18 by Mike.Beach Preventing a crash that can happen when a UWorld TObjectIterator hits worlds that aren't in the engine's WorldList. Change 2983265 on 2016/05/19 by Ben.Cosh Fix for Blueprint profiler Min/Max stats considering both exclusive and inclusive timings #Jira UE-31004 - The blueprint profiler displays different values for min and max stats when only a single sample is present. #Proj Kismet #lockdown nick.penwarden [CL 2985633 by Dan Oconnor in Main branch]
2016-05-20 16:22:44 -04:00
const FString ElemName = EnumItemName(Index);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2967759) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2919729 on 2016/03/23 by Ben.Cosh Support for macros in the profiler #UEBP-177 - Macro instance handling #Proj Kismet, BlueprintProfiler - Adds support for timings inside macro calls - Extends the tunnel graph support to handle multiple entry/exit sites Change 2938064 on 2016/04/08 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. Change 2938088 on 2016/04/08 by Mike.Beach Making bytecode produced by latent action nodes deterministic. Change 2938101 on 2016/04/08 by Mike.Beach Fixing a bug where the compile summary was not being reported because another compiler log was lingering - making it so the MathExpression node compiler log is not initialized with intent to report its own summary (it gets folded into the primary log). Change 2938121 on 2016/04/08 by Phillip.Kavan Remove a few redundant MBASM calls on variable type change. Change 2940295 on 2016/04/11 by Dan.Oconnor We now 'tag subobjects' of a blueprint even if it's part of the rootset, this means we correctly detect references to the BPGC in FPendingDelete::CheckForReferences(). Original rootset check dates to 2012 and I can find no justification for it currently. #jira UE-29216 Change 2943227 on 2016/04/13 by Dan.Oconnor Fixed improper detection of functions from interfaces that themselves inherit from some other interface #jira UE-29440 Change 2944270 on 2016/04/14 by Phillip.Kavan [UEBP-176] First pass at BP graph node heat map visualization while profiling. change summary: - added an "indicator overlay" to graph node widget layouts - added a heat mode "mode" selector widget to the BP profiler view panel - extended IBlueprintProfilerInterface to include APIs for accessing current heat map mode state - added FScriptNodePerfData::GetBlueprintPerfDataForAllTracePaths() (tentative - may need revisiting) - added SGraphNode::GetNodeIndicatorOverlayColor() and GetNodeIndicatorOverlayVisibility() delegates - added BP-specific delegate overrides to SGraphNodeK2Base; extended to include both compact and variable nodes Change 2946932 on 2016/04/18 by Mike.Beach Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #jira UE-26998 Change 2949968 on 2016/04/20 by Dan.Oconnor Array access out of bounds by value is a warning again, added ability to elevate individual warnings on a per project basis (or supress them) #jira UE-28971 Change 2950113 on 2016/04/20 by Dan.Oconnor Removed GBlueprintCompileTime, it was not accurate. Printing BlueprintCompileAndLoadTimerData.GetTime() at start instead Change 2951086 on 2016/04/21 by Ben.Cosh This change addresses the edge case in the blueprint profiler that caused stats to fail when tunnel nodes were linked through to other tunnel nodes. #jira UE-28750 - Crash compiling a Blueprint that contains a For Loop with profiler active #Proj Kismet, BlueprintProfiler Change 2951336 on 2016/04/21 by Ben.Cosh This change enables blueprint breakpoints during instrumented conditions. #jira UEBP-178 - Fix breakpoints under profiling conditions #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler Change 2951406 on 2016/04/21 by Ben.Cosh Fix for blueprint profiler stats for the top level blueprint stat entry not updating correctly. #Proj Kismet Change 2951832 on 2016/04/21 by Ben.Cosh Fix for certain blueprint profiler stats not being updated and collected at the blueprint container level due to incorrect tracepaths. #Proj Kismet #info This should fix the node heatmaps as a side effect. #Codereview Phillip.Kavan Change 2956696 on 2016/04/26 by Dan.Oconnor Tweak fix for macros being BS_Dirty after loading. The current fix had the side effect of not recompiling clients of the macro after making a change to the macro and entering PIE #jira UE-29495 Change 2957564 on 2016/04/27 by Maciej.Mroz Various fixes related to nativized enums. #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true Change 2961626 on 2016/04/29 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2962747 on 2016/05/02 by Maciej.Mroz #jira UE-30123 Cannot use abilities in nativized Orion build GameplayAbility handles BPGC and DynamicClass the same way. C++ backend do not assumes that some literal objects are UserDefinesEnum/UserDefinedStruct/BlueprintGeneratedClass. Change 2965679 on 2016/05/04 by Maciej.Mroz Increased stack size (384k) of threads spawned by Task Graph. (Temporary?) fix for stack overflow, when amination in Orion are evaluated. Change 2965758 on 2016/05/04 by Maciej.Mroz #jira UE-30300 "ReturnToBase" ability does not work in nativized Orion. Fixed CDO creation in async loaded Dynamic Class. Fixed too restrict cast assertions. Change 2966543 on 2016/05/04 by Maciej.Mroz #jira UE-30235 Mac QAGame fails to package with nativization #jira UE-30282 Match3 nativized android package fails to build Change 2966839 on 2016/05/04 by Dan.Oconnor Typo IMPLEMENT_MODULE creates weird linking error, also may need entry in Target.cs to get BlueprintRuntime to build. Copying that pattern from ___LoadingScreen modules #jira UE-30333 Change 2967347 on 2016/05/05 by Maciej.Mroz #jira UE-30196 Unable to package a copy of project with Nativize Blueprints enabled CommandUtils.GetDirectoryName should not be used with directory path (but only with file path), because it cannot handle paths like "e:\My11Project 4.13" (containing '.'). It seems useless with directory path anyway. [CL 2968184 by Dan Oconnor in Main branch]
2016-05-05 18:28:40 -04:00
FString DisplayNameStr;
FTextStringHelper::WriteToBuffer(DisplayNameStr, SourceEnum->GetDisplayNameTextByIndex(Index));
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Body.AddLine(FString::Printf(TEXT("case %s::%s: FTextStringHelper::%s(TEXT(\"%s\"), Text); break;")
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
, *EnumCppName, *ElemName
, GET_FUNCTION_NAME_STRING_CHECKED(FTextStringHelper, ReadFromBuffer)
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3026763 on 2016/06/24 by Phillip.Kavan [UE-32259] Fix missing heat map coloration on pure nodes. change summary: - modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types. #jira UE-32259 Change 3026829 on 2016/06/24 by Mike.Beach Mirroring CL 3025832 from Release-4.12 Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it. #jira UE-32356 Change 3026888 on 2016/06/24 by Mike.Beach PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek) Change 3027245 on 2016/06/24 by Phillip.Kavan [UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons). change summary: - added SProfilerStatExpander (from BenC) - modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA #jira UEBP-180 Change 3027279 on 2016/06/24 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3027606 on 2016/06/25 by Dan.Oconnor Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example) Change 3028731 on 2016/06/27 by Ben.Cosh Minor change to the spacing around the new expander icons for the blueprint profiler. #Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display. #Proj Kismet Change 3028740 on 2016/06/27 by Ben.Cosh This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time. #Jira UE-32055 - Assert when profiling timelines in the blueprint profiler #Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine Change 3028844 on 2016/06/27 by Maciej.Mroz #jira UE-32470 Nativized Orion: Sparrow has no Rentless ability. Better way to find Placeholder classes in BlueprintNativeCodeGenModule. Change 3029573 on 2016/06/27 by Ryan.Rauschkolb Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name #jira UE-32211 Change 3030335 on 2016/06/28 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file. Added SearchDynamicClassCues function in GameplayCueManager.cpp Change 3030492 on 2016/06/28 by Ben.Cosh CIS Mac Build fix Change 3030494 on 2016/06/28 by Ben.Cosh This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity. #Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered #Proj BlueprintProfiler, CoreUObject, Engine, Kismet Change 3030612 on 2016/06/28 by Maciej.Mroz typo fixed Change 3031461 on 2016/06/28 by Dan.Oconnor Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s) #jira UE-32553 Change 3031537 on 2016/06/28 by Ben.Cosh Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins. #Jira UE-32578 - Crash when profiling blueprint containing a for-loop #Proj BlueprintProfiler Change 3031556 on 2016/06/28 by Ben.Cosh This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started. #Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert. #Proj BlueprintProfiler, Kismet Change 3031588 on 2016/06/28 by Ryan.Rauschkolb Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash #jira UE-31148 Change 3031887 on 2016/06/28 by Dan.Oconnor Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro #jira UE-32604 Change 3031932 on 2016/06/28 by Dan.Oconnor Fix for major regression in pin value visibility #jira UE-32614 Change 3032568 on 2016/06/29 by Phillip.Kavan [UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection. change summary: - modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation - added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData - also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime) additional notes: - should also resolve UE-32558 #jira UE-31681 Change 3032998 on 2016/06/29 by Dan.Oconnor Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure. #jira UE-32634 Change 3033448 on 2016/06/29 by Ryan.Rauschkolb Discard Return Nodes that have no outputs when collapsing to function #jira UE-23381 Change 3034407 on 2016/06/30 by Phillip.Kavan [UE-32675] Fix no-editor compile issue. Change 3034691 on 2016/06/30 by Ryan.Rauschkolb Fixed issue where Macro nodes with ambiguous links could be collapsed into a function Change 3034701 on 2016/06/30 by Ryan.Rauschkolb Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans Change 3035093 on 2016/06/30 by Maciej.Mroz #jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date Temporary fix. Change 3035440 on 2016/07/01 by Maciej.Mroz #jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C... Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared. Change 3035442 on 2016/07/01 by Maciej.Mroz Added UDynamicClass::FindArchetype #jira UE-30667 Ground material in Agora incorrect in Nativized Orion Change 3036233 on 2016/07/01 by Dan.Oconnor Proper handling of null pin references in compiler results logs Change 3036541 on 2016/07/01 by Dan.Oconnor Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this. #jira UE-32645 Change 3036581 on 2016/07/02 by Dan.Oconnor Non-editor fix Change 3036632 on 2016/07/02 by Maciej.Mroz Removed too strict check in BlueprintNativeCodeGenModule Change 3036715 on 2016/07/02 by Maciej.Mroz #jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property - Private bitfield can be used as LHS expression in generated code. - Refactoring. Introduced ENativizedTermUsage. Change 3037014 on 2016/07/04 by Maciej.Mroz #jira UE-32729 Orion failing to package for PS4 with Nativization Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable. Change 3037300 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend Change 3037303 on 2016/07/05 by Maciej.Mroz #jira UE-31756 Nativization - fixed hardcoded string. Change 3037307 on 2016/07/05 by Maciej.Mroz AutomationTool: Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins. Paths to nativized BP plugin is stored in a map. Change 3037712 on 2016/07/05 by Mike.Beach Adding a non-const version of MultiFindPointer() for TMultiMap. Change 3037790 on 2016/07/05 by Mike.Beach Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well. #jira UE-32693 Change 3038014 on 2016/07/05 by Ben.Cosh Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP #Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph #Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd Change 3038533 on 2016/07/05 by Mike.Beach PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell) Change 3038608 on 2016/07/05 by Dan.Oconnor Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter #jira FORT-26495 Change 3038770 on 2016/07/05 by Dan.Oconnor Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error #jira UE-31935 Change 3038841 on 2016/07/05 by Dan.Oconnor Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix #jira UE-31115 Change 3039179 on 2016/07/06 by Maciej.Mroz #jira UE-31987 Editor crashes when transforming actor after applying instances changes Selected (in Level editor) instance components are still selected after they are converted to regular components. Change 3039216 on 2016/07/06 by Maciej.Mroz #jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663] FIxed unsafe code. Change 3040046 on 2016/07/06 by Ben.Cosh This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Proj BlueprintProfiler Change 3040061 on 2016/07/06 by Ben.Cosh fix for bad unshelve before submit in CL 3040046 - Phillip already reviewed this version of the file and not what was actually submitted. Change 3040346 on 2016/07/06 by Maciej.Mroz #jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings Fix(?) for warning C28182 Change 3040349 on 2016/07/06 by Dan.Oconnor Updating test data Change 3040473 on 2016/07/06 by Dan.Oconnor Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200 Change 3040536 on 2016/07/06 by Dan.Oconnor Call to APITestFunction Change 3040565 on 2016/07/06 by Dan.Oconnor Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268. Change 3040603 on 2016/07/06 by Dan.Oconnor PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays) #jira UE-32497 Change 3040798 on 2016/07/07 by Maciej.Mroz Fixed warning C6011: Dereferencing NULL pointer 'Object'. Added some comments. #jira UE-32840 Change 3041185 on 2016/07/07 by Ben.Cosh This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection. #Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler #Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes. #Proj BlueprintProfiler, Kismet Notes: This attempts to continue to address fall out from CL 3040046 to improve stability. Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts to locate critical path nodes using a new node search system making use of these child function contexts. CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity. The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph. Change 3041603 on 2016/07/07 by Dan.Oconnor Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces #jira UE-31639 Change 3042058 on 2016/07/07 by Dan.Oconnor Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change #jira UE-32769 Change 3042468 on 2016/07/08 by Maciej.Mroz #jira UE-32882, UE-32887 Fixed Crash in UHT. Fixed "Ambiguous search" error, when delegate has owner class declared. Change 3042739 on 2016/07/08 by Maciej.Mroz Nativization. Included headers for native subobjects. Change 3042747 on 2016/07/08 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints Change 3042758 on 2016/07/08 by Maciej.Mroz "OrionGame.h" is included in NativizedAssets module. [CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
, *DisplayNameStr.ReplaceCharWithEscapedChar()));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2910968 on 2016/03/15 by Dan.Oconnor PR #2152: Fix for UE-27652 (Contributed by SNikon) #jira UE-28368, UE-27652 Change 2911052 on 2016/03/15 by Dan.Oconnor Moving Pin tooltip generating into GetPinHoverText to correct some issues with hovertext being stale. Motivation was PR #2095: Keep ResultPin Tooltip up to date on SpawnActor and CreateObject Nodes (Contributed by mollstam) #jira UE-27345 Change 2912261 on 2016/03/16 by Maciej.Mroz Fixed DynamicClass loading. #codereview Robert.Manuszewski Change 2912719 on 2016/03/17 by Phillip.Kavan [UE-28450] Cooked component template data now properly handles array property values having one or more items that differ from the default object. change summary: - modified FBlueprintEditorUtils::BuildComponentInstancingData() to generate additional data for individual array property values that differ from the component's class default object at cook time. - modified FBlueprintCookedComponentInstancingData::BuildCachedPropertyList() to parse cooked array property data at load time and generate a SubPropertyList representing the set of changed array property values. - modified UArrayProperty::SerializeItem() to handle an explicit custom property list when specified as part of the FArchive. - modified AActor::CreateComponentFromTemplateData() to set the 'PPF_Duplicate' PortFlag in order to emulate expected behavior that would otherwise occur when SDO is used for component instancing. - modified UActorComponent::Serialize() to not set 'bHasBeenCreated' on load for component template objects. Change 2912749 on 2016/03/17 by Phillip.Kavan [UE-28450] CIS fix Change 2912811 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a minor issue w/ branch nodes not including pure node chains in profiler tree view. Also reversed order of pure node chain display in tree view. #codereview Ben.Cosh Change 2912890 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - Constructor handles private (inaccessible) member variables. - no ensure failed when a component was removed in a static actor instance. Change 2913115 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a potential profiler crash when processing a pure node event with a script code offset that also maps to an impure exec node in a different function context. (forgot to include this in the previous CL) #codereview Ben.Cosh Change 2913266 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - fixed super:: call for BP native event. Change 2913313 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix reversed trace paths on pure nodes which caused missing pure timing data. (introduced in CL# 2912811) #codereview Ben.Cosh Change 2915001 on 2016/03/18 by Maciej.Mroz Blueprint C++ Conversion: Fixed color construction Change 2915306 on 2016/03/18 by Phillip.Kavan Fix /initProperties() optimization when PostLoad() changes a CDO property value away from the default value. Change 2916140 on 2016/03/20 by Phillip.Kavan Improved array property handling for both InitProperties() and cooked component data optimizations. Note: This should allow for proper runtime handling of array properties with an Inner that is potentially also an array property. change summary: - added FObjectInitializer::InitArrayPropertyFromCustomList() to assist with initializing instances from array properties with an explicit sub-property list. - added FBlueprintCookedComponentInstancingData::BuildCachedArrayPropertyList() to assist with recursively building a sub-property list for array deltas. - added FBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() to assist with recursively building a sub-property list for array deltas. Change 2916640 on 2016/03/21 by Ben.Cosh Support for tunnelling graphs in the blueprint profiler #UEBP-183 - Tunneling graph support #Proj Kismet, BlueprintProfiler - This removes the need to filter stat updates to prevent cyclic references ( now tunnel nodes are better described in terms of i/o pins ) - Moves to the more complete function based mapping of graphs. - Precursor to final macro code codereview Phillip.Kavan Change 2916902 on 2016/03/21 by Michael.Schoell The graph panel will now properly fade in splines when highlighting them. Added dynamic tick registering that will invalidate the graph panel, allowing it to update the current display per tick until the action is complete. Change 2917087 on 2016/03/21 by Ben.Cosh CIS mac fix Change 2917433 on 2016/03/21 by Dan.Oconnor PR #2163: Fix Bug for "IsDataOnlyBlueprint" Error (Contributed by cdsama) #jira UE-28534 Change 2917499 on 2016/03/21 by Mike.Beach Correcting an expectation that custom collision mappings were ordered (by collision channel). Now sorting the list before we translate them into trace types. #codereview Ori.Cohen, Lina.Halper, Zak.Middleton #rb Ori.Cohen, Zak.Middleton Change 2919538 on 2016/03/23 by Maciej.Mroz [CL 2937623 by Mike Beach in Main branch]
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}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2984628) ========================== MAJOR FEATURES + CHANGES ========================== Change 2972003 on 2016/05/10 by Maciej.Mroz Fixed build process for nativized Orion. When UBT commandline includes "-2015" switch, the Orion will be compiled with VS2015. Change 2972004 on 2016/05/10 by Maciej.Mroz Removed unnecessary comment Change 2972177 on 2016/05/10 by Maciej.Mroz Changed check() in UEdGraphSchema_K2::CreateSubstituteNode into ensure(). It fails for BP_GMM_Trainer asser (from Orion). Change 2972313 on 2016/05/10 by Ben.Cosh Adding support for the blueprint profiler execution path wire heat display which includes SlateCore support for color gradient splines. #UEBP-103 - Execution path wire heat display #Proj BlueprintProfiler, GraphEditor, Kismet, UnrealEd, SlateCore #CodeReview Phillip.Kavan Change 2974089 on 2016/05/11 by Maciej.Mroz #jira UE-30557 NaN value is replaced by 0.0f while nativization. Change 2974447 on 2016/05/11 by Maciej.Mroz Fixed (in nativized code) strange C4883 error in VS2015 update 2. Change 2974601 on 2016/05/11 by Mike.Beach Fixing FText formatting warning, coming from the GameMode menu. #jira UE-29901 Change 2974882 on 2016/05/11 by Dan.Oconnor Fix for changes that only affected case being dropped by the blueprint editor (only effectied pins in graph view) #jira UE-29750 Change 2977298 on 2016/05/13 by Ryan.Rauschkolb Fixed Spelling error in Tooltip for "Save On Compile" in BP Editor #jira UE-20392 Change 2977299 on 2016/05/13 by Ryan.Rauschkolb Fixed Wrong Tooltip for "Keywords" and "Compact Node" in Macro Library Derived from an Actor #jira UE-29894 Change 2977486 on 2016/05/13 by Ryan.Rauschkolb Fixed "Asterisk" is misspelled as "Asterix" in a Blueprint Node #jira UE-21579 Change 2977497 on 2016/05/13 by Mike.Beach Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2977898 on 2016/05/14 by Maciej.Mroz BP Nativization: Name of native enum (converted from UDE) is mangled. Change 2977915 on 2016/05/14 by Maciej.Mroz Fixed UKismetNodeHelperLibrary::GetValidValue Change 2978934 on 2016/05/16 by Maciej.Mroz Blueprint nativiation fix: Original owner od delegate is no longer added as "header dependency". THe delegates signatures are recreated in local scope anyway. This change solves some circularly dependent headers errors (UHT error) Change 2978985 on 2016/05/16 by Bob.Tellez Duplicating CL#2969542 from //Fortnite/Main #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2979069 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone A too strict check (in UEdGraphSchema_K2::ArePinTypesCompatible) is replaced by an error log. Change 2980131 on 2016/05/17 by Ben.Cosh This changes the macro displays in the execution graph to improve the logical layout of stats. #Jira UEBP-192 - Update the macro appearance in the execution graph #Proj Kismet, BlueprintProfiler Change 2980483 on 2016/05/17 by Ryan.Rauschkolb Fixed Copy/paste of Make Array loses type and values #jira UE-16240 Change 2980764 on 2016/05/17 by Ryan.Rauschkolb Added "Get All Actors With Tag" node #jira UE-28769 Change 2982120 on 2016/05/18 by Mike.Beach Preventing a crash that can happen when a UWorld TObjectIterator hits worlds that aren't in the engine's WorldList. Change 2983265 on 2016/05/19 by Ben.Cosh Fix for Blueprint profiler Min/Max stats considering both exclusive and inclusive timings #Jira UE-31004 - The blueprint profiler displays different values for min and max stats when only a single sample is present. #Proj Kismet #lockdown nick.penwarden [CL 2985633 by Dan Oconnor in Main branch]
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Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
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Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2910968 on 2016/03/15 by Dan.Oconnor PR #2152: Fix for UE-27652 (Contributed by SNikon) #jira UE-28368, UE-27652 Change 2911052 on 2016/03/15 by Dan.Oconnor Moving Pin tooltip generating into GetPinHoverText to correct some issues with hovertext being stale. Motivation was PR #2095: Keep ResultPin Tooltip up to date on SpawnActor and CreateObject Nodes (Contributed by mollstam) #jira UE-27345 Change 2912261 on 2016/03/16 by Maciej.Mroz Fixed DynamicClass loading. #codereview Robert.Manuszewski Change 2912719 on 2016/03/17 by Phillip.Kavan [UE-28450] Cooked component template data now properly handles array property values having one or more items that differ from the default object. change summary: - modified FBlueprintEditorUtils::BuildComponentInstancingData() to generate additional data for individual array property values that differ from the component's class default object at cook time. - modified FBlueprintCookedComponentInstancingData::BuildCachedPropertyList() to parse cooked array property data at load time and generate a SubPropertyList representing the set of changed array property values. - modified UArrayProperty::SerializeItem() to handle an explicit custom property list when specified as part of the FArchive. - modified AActor::CreateComponentFromTemplateData() to set the 'PPF_Duplicate' PortFlag in order to emulate expected behavior that would otherwise occur when SDO is used for component instancing. - modified UActorComponent::Serialize() to not set 'bHasBeenCreated' on load for component template objects. Change 2912749 on 2016/03/17 by Phillip.Kavan [UE-28450] CIS fix Change 2912811 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a minor issue w/ branch nodes not including pure node chains in profiler tree view. Also reversed order of pure node chain display in tree view. #codereview Ben.Cosh Change 2912890 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - Constructor handles private (inaccessible) member variables. - no ensure failed when a component was removed in a static actor instance. Change 2913115 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix for a potential profiler crash when processing a pure node event with a script code offset that also maps to an impure exec node in a different function context. (forgot to include this in the previous CL) #codereview Ben.Cosh Change 2913266 on 2016/03/17 by Maciej.Mroz Blueprint C++ Conversion: - fixed super:: call for BP native event. Change 2913313 on 2016/03/17 by Phillip.Kavan [UEBP-112] Fix reversed trace paths on pure nodes which caused missing pure timing data. (introduced in CL# 2912811) #codereview Ben.Cosh Change 2915001 on 2016/03/18 by Maciej.Mroz Blueprint C++ Conversion: Fixed color construction Change 2915306 on 2016/03/18 by Phillip.Kavan Fix /initProperties() optimization when PostLoad() changes a CDO property value away from the default value. Change 2916140 on 2016/03/20 by Phillip.Kavan Improved array property handling for both InitProperties() and cooked component data optimizations. Note: This should allow for proper runtime handling of array properties with an Inner that is potentially also an array property. change summary: - added FObjectInitializer::InitArrayPropertyFromCustomList() to assist with initializing instances from array properties with an explicit sub-property list. - added FBlueprintCookedComponentInstancingData::BuildCachedArrayPropertyList() to assist with recursively building a sub-property list for array deltas. - added FBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() to assist with recursively building a sub-property list for array deltas. Change 2916640 on 2016/03/21 by Ben.Cosh Support for tunnelling graphs in the blueprint profiler #UEBP-183 - Tunneling graph support #Proj Kismet, BlueprintProfiler - This removes the need to filter stat updates to prevent cyclic references ( now tunnel nodes are better described in terms of i/o pins ) - Moves to the more complete function based mapping of graphs. - Precursor to final macro code codereview Phillip.Kavan Change 2916902 on 2016/03/21 by Michael.Schoell The graph panel will now properly fade in splines when highlighting them. Added dynamic tick registering that will invalidate the graph panel, allowing it to update the current display per tick until the action is complete. Change 2917087 on 2016/03/21 by Ben.Cosh CIS mac fix Change 2917433 on 2016/03/21 by Dan.Oconnor PR #2163: Fix Bug for "IsDataOnlyBlueprint" Error (Contributed by cdsama) #jira UE-28534 Change 2917499 on 2016/03/21 by Mike.Beach Correcting an expectation that custom collision mappings were ordered (by collision channel). Now sorting the list before we translate them into trace types. #codereview Ori.Cohen, Lina.Halper, Zak.Middleton #rb Ori.Cohen, Zak.Middleton Change 2919538 on 2016/03/23 by Maciej.Mroz [CL 2937623 by Mike Beach in Main branch]
2016-04-07 21:18:08 -04:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Body.AddLine(TEXT("return Text;"));
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Body.AddLine(TEXT("};"));
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2967759) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2919729 on 2016/03/23 by Ben.Cosh Support for macros in the profiler #UEBP-177 - Macro instance handling #Proj Kismet, BlueprintProfiler - Adds support for timings inside macro calls - Extends the tunnel graph support to handle multiple entry/exit sites Change 2938064 on 2016/04/08 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. Change 2938088 on 2016/04/08 by Mike.Beach Making bytecode produced by latent action nodes deterministic. Change 2938101 on 2016/04/08 by Mike.Beach Fixing a bug where the compile summary was not being reported because another compiler log was lingering - making it so the MathExpression node compiler log is not initialized with intent to report its own summary (it gets folded into the primary log). Change 2938121 on 2016/04/08 by Phillip.Kavan Remove a few redundant MBASM calls on variable type change. Change 2940295 on 2016/04/11 by Dan.Oconnor We now 'tag subobjects' of a blueprint even if it's part of the rootset, this means we correctly detect references to the BPGC in FPendingDelete::CheckForReferences(). Original rootset check dates to 2012 and I can find no justification for it currently. #jira UE-29216 Change 2943227 on 2016/04/13 by Dan.Oconnor Fixed improper detection of functions from interfaces that themselves inherit from some other interface #jira UE-29440 Change 2944270 on 2016/04/14 by Phillip.Kavan [UEBP-176] First pass at BP graph node heat map visualization while profiling. change summary: - added an "indicator overlay" to graph node widget layouts - added a heat mode "mode" selector widget to the BP profiler view panel - extended IBlueprintProfilerInterface to include APIs for accessing current heat map mode state - added FScriptNodePerfData::GetBlueprintPerfDataForAllTracePaths() (tentative - may need revisiting) - added SGraphNode::GetNodeIndicatorOverlayColor() and GetNodeIndicatorOverlayVisibility() delegates - added BP-specific delegate overrides to SGraphNodeK2Base; extended to include both compact and variable nodes Change 2946932 on 2016/04/18 by Mike.Beach Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #jira UE-26998 Change 2949968 on 2016/04/20 by Dan.Oconnor Array access out of bounds by value is a warning again, added ability to elevate individual warnings on a per project basis (or supress them) #jira UE-28971 Change 2950113 on 2016/04/20 by Dan.Oconnor Removed GBlueprintCompileTime, it was not accurate. Printing BlueprintCompileAndLoadTimerData.GetTime() at start instead Change 2951086 on 2016/04/21 by Ben.Cosh This change addresses the edge case in the blueprint profiler that caused stats to fail when tunnel nodes were linked through to other tunnel nodes. #jira UE-28750 - Crash compiling a Blueprint that contains a For Loop with profiler active #Proj Kismet, BlueprintProfiler Change 2951336 on 2016/04/21 by Ben.Cosh This change enables blueprint breakpoints during instrumented conditions. #jira UEBP-178 - Fix breakpoints under profiling conditions #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler Change 2951406 on 2016/04/21 by Ben.Cosh Fix for blueprint profiler stats for the top level blueprint stat entry not updating correctly. #Proj Kismet Change 2951832 on 2016/04/21 by Ben.Cosh Fix for certain blueprint profiler stats not being updated and collected at the blueprint container level due to incorrect tracepaths. #Proj Kismet #info This should fix the node heatmaps as a side effect. #Codereview Phillip.Kavan Change 2956696 on 2016/04/26 by Dan.Oconnor Tweak fix for macros being BS_Dirty after loading. The current fix had the side effect of not recompiling clients of the macro after making a change to the macro and entering PIE #jira UE-29495 Change 2957564 on 2016/04/27 by Maciej.Mroz Various fixes related to nativized enums. #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true Change 2961626 on 2016/04/29 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2962747 on 2016/05/02 by Maciej.Mroz #jira UE-30123 Cannot use abilities in nativized Orion build GameplayAbility handles BPGC and DynamicClass the same way. C++ backend do not assumes that some literal objects are UserDefinesEnum/UserDefinedStruct/BlueprintGeneratedClass. Change 2965679 on 2016/05/04 by Maciej.Mroz Increased stack size (384k) of threads spawned by Task Graph. (Temporary?) fix for stack overflow, when amination in Orion are evaluated. Change 2965758 on 2016/05/04 by Maciej.Mroz #jira UE-30300 "ReturnToBase" ability does not work in nativized Orion. Fixed CDO creation in async loaded Dynamic Class. Fixed too restrict cast assertions. Change 2966543 on 2016/05/04 by Maciej.Mroz #jira UE-30235 Mac QAGame fails to package with nativization #jira UE-30282 Match3 nativized android package fails to build Change 2966839 on 2016/05/04 by Dan.Oconnor Typo IMPLEMENT_MODULE creates weird linking error, also may need entry in Target.cs to get BlueprintRuntime to build. Copying that pattern from ___LoadingScreen modules #jira UE-30333 Change 2967347 on 2016/05/05 by Maciej.Mroz #jira UE-30196 Unable to package a copy of project with Nativize Blueprints enabled CommandUtils.GetDirectoryName should not be used with directory path (but only with file path), because it cannot handle paths like "e:\My11Project 4.13" (containing '.'). It seems useless with directory path anyway. [CL 2968184 by Dan Oconnor in Main branch]
2016-05-05 18:28:40 -04:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
OutCPPCode = MoveTemp(Body.Result);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
void FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct(UUserDefinedStruct* SourceStruct, const FCompilerNativizationOptions& NativizationOptions, FString& OutHeaderCode, FString& OutCPPCode)
{
check(SourceStruct);
Allow nativized Blueprint types to instance other nativized Blueprint types as subobjects when they have one or more non-Blueprint asset preload dependencies (e.g. non-native UMG widgets). Change summary: - Added a shared cache to FGatherConvertedClassDependencies. The ctor is now protected and access is done through the static Get() method. This prevents redundant dependency list gathering for a previously-queried class/struct type. - Switched FGatherConvertedClassDependencies::Assets from a TArray to a TSet (for consistency w/ the other dependency lists). - Added FGatherConvertedClassDependenciesHelperBase::AddAssetDependency() to consolidate the addition of non-converted type asset dependencies (for consistency and easier maintenance). - Added FGatherConvertedClassDependencies::GatherAssetsReferencedByConvertedTypes() as a utility method for building a nested asset dependency chain when converted subobject types are involved. - Modified FFakeImportTableHelper::GetClassesOfSubobjects() to flag nested asset dependencies as CDO preload dependencies for EDL on the outermost converted type. This ensures dependencies will be loaded prior to CDO construction before instancing subobjects of a converted class type. - Modified FGatherConvertedClassDependencies::AllDependencies() to include nested asset dependencies; this ensures they're included when we're generating the code needed to support the linker's "fake" export table at runtime. - Some misc. cleanup; replaced a few instances of 'auto' with explicit types and updated a few lambda capture lists in place of previous use of '&' as a catch-all. #jira UE-62514 #rb Dan.OConnor [CL 4541116 by Phillip Kavan in Dev-Framework branch]
2018-11-05 15:55:31 -05:00
TSharedPtr<FGatherConvertedClassDependencies> Dependencies = FGatherConvertedClassDependencies::Get(SourceStruct, NativizationOptions);
FNativizationSummaryHelper::RegisterRequiredModules(NativizationOptions.PlatformName, Dependencies->RequiredModuleNames);
FEmitterLocalContext EmitterContext(Dependencies.ToSharedRef().Get(), NativizationOptions);
// use GetBaseFilename() so that we can coordinate #includes and filenames
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
EmitFileBeginning(FEmitHelper::GetBaseFilename(SourceStruct, NativizationOptions), EmitterContext, true, true);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3194900 on 2016/11/11 by Ryan.Rauschkolb Fixed issue where Reroute node pins weren't mirroring data properly. #jira UE-33717 Change 3195081 on 2016/11/11 by Dan.Oconnor This @todo was addressed Change 3196368 on 2016/11/14 by Maciej.Mroz Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time). Change 3196369 on 2016/11/14 by Maciej.Mroz CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation. Change 3196398 on 2016/11/14 by Ben.Cosh Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler. #Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene #Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine Change 3196410 on 2016/11/14 by Maciej.Mroz Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput Change 3196852 on 2016/11/14 by Maciej.Mroz Fixed static analysis warning. Change 3196874 on 2016/11/14 by Maciej.Mroz #jira UE-37778 (the issue was already fixed, but it was reintroduced, when EDL support was added). ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class. Change 3197469 on 2016/11/14 by Dan.Oconnor Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator) Change 3197703 on 2016/11/14 by Dan.Oconnor Updated documentation comment to reflect current behavior Change 3198167 on 2016/11/15 by Maciej.Mroz Merged 3196582 from Dev-Core UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3198433 on 2016/11/15 by Ryan.Rauschkolb Fixed Copy/pasting variable nodes hides them from a reference search #UE-31606 Change 3198811 on 2016/11/15 by Maciej.Mroz Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection). Change 3198866 on 2016/11/15 by Maciej.Mroz #jira UE-38578 Fixed infinite loading of DynamicClass in EDL. Change 3199045 on 2016/11/15 by Phillip.Kavan [UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction. change summary: - modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values. #jira UE-27402 Change 3200703 on 2016/11/16 by Mike.Beach Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused. #jira UE-38453 Change 3201115 on 2016/11/16 by Maciej.Mroz Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared. Change 3201749 on 2016/11/17 by Maciej.Mroz In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL). Change 3202577 on 2016/11/17 by Mike.Beach Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this. #jira UE-35609 Change 3204803 on 2016/11/18 by Phillip.Kavan [UE-38607] Implicitly turn on Blueprint class nativization for dependencies. change summary: - added a UBlueprint::PostEditChangeProperty() override method to handle this. #jira UE-38607 Change 3204812 on 2016/11/18 by Phillip.Kavan [UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class. change summary: - modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary #jira UE-38580 Change 3204818 on 2016/11/18 by Phillip.Kavan [UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks. change summary: - modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies. #jira UE-38725 Change 3204963 on 2016/11/18 by Dan.Oconnor Create a transaction when using UBlueprintFunctionNodeSpawner* directly #jira UE-36439 Change 3206510 on 2016/11/21 by Mike.Beach Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively). #jira UEBP-71 Change 3206547 on 2016/11/21 by Mike.Beach Exposing GetReflectionVector() to Blueprints. #jira UEBP-70 Change 3206658 on 2016/11/21 by Dan.Oconnor Fix for compile error, digging out authorative class from trash class. Mirror of 3206638 from Odin #jira None Change 3207579 on 2016/11/22 by Mike.Beach No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier). #jira UE-18093 Change 3207956 on 2016/11/22 by Phillip.Kavan [UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE. change summary: - modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered. - modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it). #jira UE-38690 Change 3208217 on 2016/11/22 by Mike.Beach Modified fix (originally from Ryan.Rauschkolb, CL 3186023): Fixed unable to set struct variable name if name includes space #jira UE-28435 Change 3208347 on 2016/11/22 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3208688 on 2016/11/23 by Ben.Cosh Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios. #Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances #Proj Engine, UnrealEd Change 3208712 on 2016/11/23 by Ben.Cosh Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning. #Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform #Proj KismetCompiler Change 3209457 on 2016/11/23 by Phillip.Kavan [UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class. change summary: - added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed - modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present - modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl - modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl - modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl #jira UE-30479 Change 3209758 on 2016/11/24 by Maciej.Mroz #jira UE-38979 Nativization: fixed error when a BP implements a native interface. FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class. Change 3210376 on 2016/11/25 by Maciej.Mroz #jira UE-39028 Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter Components in nativized BPCG SCS have replaced outer object and name while cooking. Change 3210936 on 2016/11/28 by Phillip.Kavan Minor revision to try and avoid a potentially expensive Contains() call when possible. Change 3211527 on 2016/11/28 by Maciej.Mroz Fixed map of names cooked in packages in nativized build. Change 3211969 on 2016/11/28 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3212328 on 2016/11/28 by Dan.Oconnor Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly. TIsEnum moved to its own header. Submitted on behalf of steve.robb Change 3212398 on 2016/11/28 by Dan.Oconnor Build fix, this function is part of another change Change 3212442 on 2016/11/28 by Dan.Oconnor UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints Change 3212578 on 2016/11/28 by Dan.Oconnor Rename RegisterClass to avoid collsion with RegistClass macro in generated code Change 3213668 on 2016/11/29 by Dan.Oconnor Fix for missing CDO when instatiating some subobjects in nativized BPs #jira UE-34980 Change 3213737 on 2016/11/29 by Dan.Oconnor Added GetTypeHash implementation to UEnumProperty #jira UE-39091 Change 3215225 on 2016/11/30 by Maciej.Mroz Bunch of changes required for nativized Orion to work with EDL. - ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled - Introduced FCompilerNativizationOptions - fixed inproper references to BP instead of BPGC - fixed generated delegate name - hack for DefaultRootNode UE-39168 - improved NativeCodeGenrationTool - various minor improvements Change 3216363 on 2016/11/30 by Dan.Oconnor Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums #jira UE-27735 Change 3217168 on 2016/12/01 by Maciej.Mroz #jira UE-35390 Nativization: Fixed compilation warning C4458: declaration of 'CurrentState' hides class member Disabled warning C4996 (deprecated) in nativized code. Change 3217320 on 2016/12/01 by Phillip.Kavan [UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration. change summary: - added EProjectPackagingBlueprintNativizationMethod - deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings - added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected - added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type - updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type - updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type - modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active - modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded - added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist) - deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config - modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset) - modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead. notes: - also completes UE-38636 (task: consolidate config options into a single drop-down) #jira UE-38652 Change 3218124 on 2016/12/01 by Dan.Oconnor CPF_HasGetValueTypeHash flag was not set on native UEnumProperties #jira UE-39181 Change 3218168 on 2016/12/01 by Phillip.Kavan Fix local var name that shadows a function param (CIS fix). Change 3219117 on 2016/12/02 by Maciej.Mroz #jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code Nativization: Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__". Change 3219201 on 2016/12/02 by Mike.Beach Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected. #jira UE-38988 Change 3219247 on 2016/12/02 by Mike.Beach Fixing CIS shadow variable warning from my last check in (CL 3219201). Change 3219332 on 2016/12/02 by Maciej.Mroz #jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName Workaround for UE-38231 Change 3219381 on 2016/12/02 by Mike.Beach Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast). #jira UE-39272 Change 3220224 on 2016/12/02 by Dan.Oconnor Reduce font size for compact nodes Change 3220476 on 2016/12/03 by Maciej.Mroz #jira UE-35390 Better fix for UE-35390 Disabled deprecation warnings in nativized code. Change 3221637 on 2016/12/05 by Maciej.Mroz #jira UEBP-245 Nativization: Forced ImportCreation while InitialLoad for DynamicClasses. Change 3222306 on 2016/12/05 by Dan.Oconnor Support for default values of TMap and TSet local variables #jira UE-39239 Change 3222383 on 2016/12/05 by Dan.Oconnor Fixed bug in Blueprint TMap function for getting values out of a TMap Change 3222427 on 2016/12/05 by Mike.Beach Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems). #jira UE-39323 Change 3222679 on 2016/12/05 by Dan.Oconnor Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here. Change 3222719 on 2016/12/05 by Dan.Oconnor Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them. #jira UE-39338 Change 3224375 on 2016/12/06 by Dan.Oconnor Add tags for testing of array diffing Change 3224507 on 2016/12/07 by Phillip.Kavan [UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets. change summary: - added UInheritableComponentHandler::FixComponentTemplateName() - modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name - added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage) - modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above) #jira UE-39055 Change 3225572 on 2016/12/07 by Samuel.Proctor Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none Change 3225577 on 2016/12/07 by Samuel.Proctor New test map for Array, TSet and Tmap testing. Change 3226281 on 2016/12/07 by Dan.Oconnor Container test asset, needs to be in p4 for diff tool tests. Change 3226345 on 2016/12/07 by Dan.Oconnor Another revision of test data Change 3228496 on 2016/12/09 by Ben.Cosh This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build. #Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server #Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend Change 3230120 on 2016/12/09 by Dan.Oconnor Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 3230700 on 2016/12/12 by Samuel.Proctor Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none Change 3230926 on 2016/12/12 by Samuel.Proctor Missed a file on previous container test native QA asset checkin. #rb none Change 3231246 on 2016/12/12 by Dan.Oconnor PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran). I've added TSet and TMap support as well. Change 3231311 on 2016/12/12 by Dan.Oconnor Handle class load failure #jira UE-39480 Change 3231387 on 2016/12/12 by Dan.Oconnor Shadow variable fixes Change 3231501 on 2016/12/12 by Dan.Oconnor More shadow fixes Change 3231584 on 2016/12/12 by Maciej.Mroz #jira UE-39636 Replaced obsolate macro usage. #fyi Dan.Oconnor Change 3231685 on 2016/12/12 by Mike.Beach PR #3032: Fixed category for IsValidIndex (Contributed by elFarto) #jira UE-39660 Change 3231689 on 2016/12/12 by Maciej.Mroz Nativization: Fixed Dependency list generation. Change 3231765 on 2016/12/12 by Phillip.Kavan [UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset. change summary: - fixed up the auto-enable logic on save in UBlueprint::Serialize() #jira UE-38903 #fyi Maciej.Mroz Change 3231837 on 2016/12/12 by Dan.Oconnor Restore hack to keep objects referenced by bytecode alive while in editor #jira UE-38486 Change 3232085 on 2016/12/13 by Phillip.Kavan Compile fix. Change 3232435 on 2016/12/13 by Ben.Cosh Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph, Engine Change 3232437 on 2016/12/13 by Maciej.Mroz #jira UE-33021 Remove an obsolete warning. Change 3232564 on 2016/12/13 by Ben.Cosh This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class. #Jira UE-39623 - Unknown template referenced by Add Component Node #Proj BlueprintGraph - Implementing a bit of review feedback and some safety checking. Change 3232598 on 2016/12/13 by Maciej.Mroz Nativization: stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary #jira UE-39518 Change 3232601 on 2016/12/13 by Phillip.Kavan [UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project. change summary: - added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true) - modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line - modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line #jira UE-38975 Change 3232749 on 2016/12/13 by Mike.Beach Moving Blueprint nativization out of the experimental category. #jira UE-39358 Change 3233043 on 2016/12/13 by Dan.Oconnor Various fixes for TSet/TMap nativization issues #jira UE-39634 Change 3233086 on 2016/12/13 by Dan.Oconnor Advanced Containers (TSet/TMap) no longer experimental Change 3233175 on 2016/12/13 by Mike.Beach Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749). #jira UE-39358 Change 3233182 on 2016/12/13 by Mike.Beach Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access). Change 3233662 on 2016/12/13 by Phillip.Kavan [UE-39722] Fix a typo that led to a UAT runtime failure. #jira UE-39722 Change 3233710 on 2016/12/13 by Dan.Oconnor Clang template useage fix #jira UE-39742 Change 3233895 on 2016/12/13 by Dan.Oconnor Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded. #jira UE-39558 Change 3234443 on 2016/12/14 by Phillip.Kavan [UE-39354] Fix script VM crash on assignment to TSet/TMap variables. change summary: - modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms #jira UE-39354 Change 3234581 on 2016/12/14 by Mike.Beach Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates). #jira UE-39707 Change 3234729 on 2016/12/14 by Mike.Beach Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components). #jira UE-38842 Change 3234805 on 2016/12/14 by Mike.Beach Fixing CIS shadowed variable warning. Change 3234830 on 2016/12/14 by Nick.Atamas Added extra debugging mechanisms to help track down duplicate item issues with TableViews. Change 3235075 on 2016/12/14 by Mike.Beach Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope. #jira UE-39769 Change 3235213 on 2016/12/14 by Phillip.Kavan [UE-39790] Fix UAT compile issue after latest merge from Main. change summary: - migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API #jira UE-39790 Change 3235384 on 2016/12/14 by Mike.Beach Defaulting to excluding data-only Blueprints from nativization. Change 3235675 on 2016/12/14 by Nick.Atamas Hopefully fixed build. Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state. Change 3235761 on 2016/12/14 by Mike.Beach Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration. #jira UE-39800 Change 3235800 on 2016/12/14 by Mike.Beach More hopeful CIS mac/ps4 fixes for 4.15 integration. #jira UE-39800 [CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
FIncludedUnconvertedWrappers IncludedUnconvertedWrappers(EmitterContext, false);
const FString CppStructName = FEmitHelper::GetCppName(SourceStruct);
EmitterContext.Header.AddLine(FString::Printf(TEXT("USTRUCT(BlueprintType, %s)"), *FEmitHelper::ReplaceConvertedMetaData(SourceStruct)));
EmitterContext.Header.AddLine(FString::Printf(TEXT("struct %s"), *CppStructName));
EmitterContext.Header.AddLine(TEXT("{"));
EmitterContext.Header.AddLine(TEXT("public:"));
EmitterContext.Header.IncreaseIndent();
EmitterContext.Header.AddLine(TEXT("GENERATED_BODY()"));
EmitStructProperties(EmitterContext, SourceStruct);
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3803685) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3794434 by Marc.Audy Correctly call PostPlacedNewNode before AllocateDefaultPins in 2 places that had the order wrong Change 3796912 by Fred.Kimberley Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there. #jira UE-52837 Change 3781456 by Dan.Oconnor Disable net flags related assert when linking reflection data that is being loaded #jira UE-52852 Change 3781725 by mason.seay Moved test blueprints to subfolder Change 3781828 by mason.seay Removed some unnecessary blueprint logic Change 3783304 by Phillip.Kavan More descriptive log output after an attempt to break execution on a missing function/interface. #4238 #jira UE-52549 Change 3783678 by Phillip.Kavan Fix for a serialization oversight in UEdGraphPin that could lead to a compile error during Blueprint nativization. #jira UE-52528 Change 3783708 by Ben.Zeigler #jira UE-52487 Better fix for calling OnAssetLoaded on async loaded assets in the editor. The previous fix only worked for specifically loaded packages, this one works for those plus dependencies Change 3783922 by Ben.Zeigler #jira UE-51408 Fix it so objects returned by CreateWidget and CreateDragDropOperation are not marked as always hard referenced by the blueprint event graph. This would cause those objects to get leaked and was redundant because these objects already handle their own life cycle If a game was depending on this functionality to keep things loaded, change your blueprint to set the return value into a variable, that will keep it hard referenced normally Change 3784604 by Ben.Zeigler #jira UE-40033 Fix issue where changing the default value of a nested user struct would break all outer structs in an unrecoverable way. We do not want to do the first half of reinstancing if we're going to skip the second half Change 3785039 by Ben.Zeigler Fix it so empty pins do not display "None" as their label Change 3785794 by Phillip.Kavan Guard against a reported crash when setting bIsEditorOnly flag on attached scene components. Change summary: - Modified SetDescendantIsEditorOnly() to add a NULL check around an iteration (consistent with other places that iterate the attachment list). #jira UE-52923 Change 3785842 by Phillip.Kavan Guard against a reported crash when deleting one or more Actor components. Change summary: - Modified FComponentEditorUtils::DeleteComponents() to add a NULL check when iterating through child attachments. #jira UE-52916 Change 3785851 by Phillip.Kavan Guard against a reported crash when deleting a non-root scene component with no parent attachment. Change summary: - Modified USceneComponent::DestroyComponent() to use an ensure() instead of a check() to allow the deletion to proceed but still provide a warning to potentially help catch this later. #jira UE-52921 Change 3785852 by Phillip.Kavan CIS fix. Change 3786141 by Phillip.Kavan Removed an invalid comment emitted to codegen during nativization of a BlueprintNativeEvent override signature. Was intended to be submitted along with CL# 3783678. Change 3788496 by Ben.Zeigler #jira UE-32061 Large change to UserDefinedStructs where the default struct instance is now stored on the struct itself and accessible at runtime User structs now work identically to native structs when it comes to default values, it is set at struct initialization time instead of at tagged property serialization time Remove many editor-time UDS hacks now that they work like native. The only special code left is that it forces delta serialization on in the editor, to deal with the defaults changing Change 3789308 by Marc.Audy Don't unregister/register components and ticks for an Actor just testing a rename Change 3789644 by Ben.Zeigler Static analysis fix Change 3789777 by Ben.Zeigler #jira UE-42586 Fix it so using ImportText on user structs will look for fields using the human readable display name if not found using GUID lookup. This makes it so you can use the format displayed in the data table editor Change 3789908 by mason.seay Test struct using containers Change 3790475 by Ben.Zeigler Fix user structs to work properly with circular reference checking. When we copy the values out of the default we may need to register the newly created structs with the circular reference system. I'm using raw pointers here as after investigation the fixup happens before any relevant freeing could occur Change 3790777 by Ben.Zeigler #jira UE-53081 Fix map/set properties inside user structs by having them pass the defaults for both load and save, as maps expect both sides have defaults set Partially address UE-53086, it now correctly updates map properties when they are removed, but readding them can add extra entries in some case because it loses the "deleted" information Change 3790919 by Ben.Zeigler Add start of User Structs functional test Change 3792050 by Fred.Kimberley Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there. #jira UE-52837 Change 3793542 by Michael.Noland Back out changelist 3792050 Change 3794193 by Marc.Audy Never reset loaders when renaming the child actor to avoid cases where IsLoading returns false but flushing loading will still cause issues due to async loading #jira UE-52950 Change 3794211 by Marc.Audy Don't include redirectors or otherwise invalid .umap files as sub levels for world composition #jira UE-52925 Change 3794564 by Marc.Audy Make it safe to call RecombinePin on the top level split pin Change 3794851 by Marc.Audy Fix split pins on macro instances for resolved wildcard pins not resetting when disconnected #jira UE-44922 Change 3795017 by Marc.Audy Properly enforce all actor subclasses not ticking when tick type is viewports only unless ShouldTickIfViewportsOnly returns true #jira UE-36929 Change 3795143 by Marc.Audy After copying properties clear the actor label so that the child actor template's display name is not misleading #jira UE-50472 Change 3795241 by Dan.Oconnor Fix subsequent navigation operations after navigating to a window that is already open #jira UE-53203 Change 3795255 by Dan.Oconnor Harden pin serialization logic, specifically to prevent crash due to bad 'conform' routines when renaming functions #jira UE-52847 Change 3795660 by Dan.Oconnor Blueprints that have no parent class can now be reparented when using the compilation manager #jira UE-53218 Change 3796496 by Marc.Audy Fix without editor compile errors Change 3797316 by Dan.Oconnor Downgrade ensure to warning as we have known ways of triggering #jira UE-53237 Change 3797619 by Phillip.Kavan Reinstate a faster lookup mechanism for tunnel instance source nodes during marching ants draw calls when stopped at a breakpoint, and fix issues with missing marching ants when stopped at a breakpoint in a tunnel instance graph. Change summary: - Removed FindMatchingTunnelInstanceNode() utility method in BlueprintConnectionDrawingPolicy.cpp (no longer needed). - Restored/renamed FDebuggingInfoForSingleFunction::LineNumberToTunnellInstanceSourceNodeMap. - Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to restore the parameter for the tunnel instance node chain and map it to the current code offset if not empty. - Modified FScriptBytecodeWriter::EmitInstrumentation() to construct the tunnel instance node chain that will be mapped to the current code offset if not empty. - Modified FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() to more efficiently find tunnel instance nodes through the table that now maps tunnel instance node chains to the current script code offset. - Modified the tunnel node case in FKismetCompilerContext::ExpandTunnelsAndMacros() to better handle nested tunnel instance expansions (which may expand to include internal tunnel nodes in different orders). - Modified FKismetCompilerContext::MapExpansionPathToTunnelInstance() to avoid incorrectly remapping nested composite tunnel expansions to the outermost intermediate tunnel instance node. - Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to map intermediate tunnel boundary nodes back to the outer intermediate tunnel instance node from which they were expanded. - Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to better position the boundary nodes in the intermediate graph. - Added a few verbose comment blocks in order to hopefully help visualize how tunnel expansion debugging is currently implemented and also to remind myself later. #jira UE-52747 Change 3801237 by Ben.Zeigler #jira UE-53305 Fix it so split struct pins respect AllowedClasses metadata, which fixes crash with passing invalid objects into things like set font info Change 3801768 by Ben.Zeigler Add more tests to UserStructs functional test Change 3801794 by Dan.Oconnor Mirror 3794923/3794318, make sure replication data is initialized correctly across editor/EDL/compilation manager/no compilation manager load flows #jira UE-53112 Change 3803091 by Ben.Zeigler Fix issue where nativized user structs had the wrong defaults, by correctly diffing the struct defaults and placing them in the constructor instead of a static GetDefaultValue function I had to override struct constructors to not call LoadObject for object properties, FindObject works because the dependencies have already been queued for loading by the referencing blueprint in EDL Change 3803659 by Marc.Audy Fix static analysis warning #jira UE-53337 Change 3803685 by Marc.Audy Fix extra ) [CL 3804136 by Marc Audy in Main branch]
2017-12-12 12:16:37 -05:00
FEmitDefaultValueHelper::GenerateUserStructConstructor(SourceStruct, EmitterContext);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
EmitterContext.Header.AddLine(TEXT("static void __StaticDependenciesAssets(TArray<FBlueprintDependencyData>& AssetsToLoad);"));
EmitterContext.Header.AddLine(TEXT("static void __StaticDependencies_DirectlyUsedAssets(TArray<FBlueprintDependencyData>& AssetsToLoad);"));
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
EmitterContext.Header.AddLine(FString::Printf(TEXT("bool operator== (const %s& __Other) const"), *CppStructName));
EmitterContext.Header.AddLine(TEXT("{"));
EmitterContext.Header.IncreaseIndent();
EmitterContext.Header.AddLine(FString::Printf(TEXT("return %s::StaticStruct()->%s(this, &__Other, 0);"), *CppStructName, GET_FUNCTION_NAME_STRING_CHECKED(UScriptStruct, CompareScriptStruct)));
EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("};"));
// Provide GetTypeHash if the struct is hashable:
if (FBlueprintEditorUtils::StructHasGetTypeHash(SourceStruct))
{
EmitterContext.Header.AddLine(FString::Printf(TEXT("friend uint32 GetTypeHash(const %s& __Other) { return UUserDefinedStruct::GetUserDefinedStructTypeHash( &__Other, %s::StaticStruct()); }"), *CppStructName, *CppStructName));
}
EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("};"));
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
FEmitDefaultValueHelper::AddStaticFunctionsForDependencies(EmitterContext, nullptr, NativizationOptions);
FEmitDefaultValueHelper::AddRegisterHelper(EmitterContext);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
OutCPPCode = MoveTemp(EmitterContext.Body.Result);
OutHeaderCode = MoveTemp(EmitterContext.Header.Result);
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
FString FBlueprintCompilerCppBackendBase::GenerateWrapperForClass(UClass* SourceClass, const FCompilerNativizationOptions& NativizationOptions)
{
Allow nativized Blueprint types to instance other nativized Blueprint types as subobjects when they have one or more non-Blueprint asset preload dependencies (e.g. non-native UMG widgets). Change summary: - Added a shared cache to FGatherConvertedClassDependencies. The ctor is now protected and access is done through the static Get() method. This prevents redundant dependency list gathering for a previously-queried class/struct type. - Switched FGatherConvertedClassDependencies::Assets from a TArray to a TSet (for consistency w/ the other dependency lists). - Added FGatherConvertedClassDependenciesHelperBase::AddAssetDependency() to consolidate the addition of non-converted type asset dependencies (for consistency and easier maintenance). - Added FGatherConvertedClassDependencies::GatherAssetsReferencedByConvertedTypes() as a utility method for building a nested asset dependency chain when converted subobject types are involved. - Modified FFakeImportTableHelper::GetClassesOfSubobjects() to flag nested asset dependencies as CDO preload dependencies for EDL on the outermost converted type. This ensures dependencies will be loaded prior to CDO construction before instancing subobjects of a converted class type. - Modified FGatherConvertedClassDependencies::AllDependencies() to include nested asset dependencies; this ensures they're included when we're generating the code needed to support the linker's "fake" export table at runtime. - Some misc. cleanup; replaced a few instances of 'auto' with explicit types and updated a few lambda capture lists in place of previous use of '&' as a catch-all. #jira UE-62514 #rb Dan.OConnor [CL 4541116 by Phillip Kavan in Dev-Framework branch]
2018-11-05 15:55:31 -05:00
TSharedPtr<FGatherConvertedClassDependencies> Dependencies = FGatherConvertedClassDependencies::Get(SourceClass, NativizationOptions);
FNativizationSummaryHelper::RegisterRequiredModules(NativizationOptions.PlatformName, Dependencies->RequiredModuleNames);
FEmitterLocalContext EmitterContext(Dependencies.ToSharedRef().Get(), NativizationOptions);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(SourceClass);
TArray<UFunction*> FunctionsToGenerate;
for (auto Func : TFieldRange<UFunction>(SourceClass, EFieldIteratorFlags::ExcludeSuper))
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
if (!Func->HasAnyFunctionFlags(FUNC_BlueprintCallable | FUNC_BlueprintPure))
{
continue;
}
if (BPGC && (Func == BPGC->UberGraphFunction))
{
continue;
}
// Exclude native events.. Unexpected.
// Exclude delegate signatures.
static const FName __UCSName(TEXT("UserConstructionScript"));
if (__UCSName == Func->GetFName())
{
continue;
}
FunctionsToGenerate.Add(Func);
}
TArray<FMulticastDelegateProperty*> MCDelegateProperties;
for (auto MCDelegateProp : TFieldRange<FMulticastDelegateProperty>(SourceClass, EFieldIteratorFlags::ExcludeSuper))
{
MCDelegateProperties.Add(MCDelegateProp);
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
const bool bGenerateAnyMCDelegateProperty = (0 != MCDelegateProperties.Num());
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
FString ParentStruct;
UClass* SuperClassToUse = SourceClass->GetSuperClass();
{
static const FBoolConfigValueHelper DontNativizeDataOnlyBP(TEXT("BlueprintNativizationSettings"), TEXT("bDontNativizeDataOnlyBP"));
if (DontNativizeDataOnlyBP)
{
// Find first Native or Converted Or Not Data Only class
for (; SuperClassToUse; SuperClassToUse = SuperClassToUse->GetSuperClass())
{
if (SuperClassToUse->HasAnyClassFlags(CLASS_Native))
{
break;
}
UBlueprintGeneratedClass* SuperBPGC = Cast<UBlueprintGeneratedClass>(SuperClassToUse);
Allow nativized Blueprint types to instance other nativized Blueprint types as subobjects when they have one or more non-Blueprint asset preload dependencies (e.g. non-native UMG widgets). Change summary: - Added a shared cache to FGatherConvertedClassDependencies. The ctor is now protected and access is done through the static Get() method. This prevents redundant dependency list gathering for a previously-queried class/struct type. - Switched FGatherConvertedClassDependencies::Assets from a TArray to a TSet (for consistency w/ the other dependency lists). - Added FGatherConvertedClassDependenciesHelperBase::AddAssetDependency() to consolidate the addition of non-converted type asset dependencies (for consistency and easier maintenance). - Added FGatherConvertedClassDependencies::GatherAssetsReferencedByConvertedTypes() as a utility method for building a nested asset dependency chain when converted subobject types are involved. - Modified FFakeImportTableHelper::GetClassesOfSubobjects() to flag nested asset dependencies as CDO preload dependencies for EDL on the outermost converted type. This ensures dependencies will be loaded prior to CDO construction before instancing subobjects of a converted class type. - Modified FGatherConvertedClassDependencies::AllDependencies() to include nested asset dependencies; this ensures they're included when we're generating the code needed to support the linker's "fake" export table at runtime. - Some misc. cleanup; replaced a few instances of 'auto' with explicit types and updated a few lambda capture lists in place of previous use of '&' as a catch-all. #jira UE-62514 #rb Dan.OConnor [CL 4541116 by Phillip Kavan in Dev-Framework branch]
2018-11-05 15:55:31 -05:00
if (SuperBPGC && Dependencies->WillClassBeConverted(SuperBPGC))
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
{
break;
}
else if (SuperBPGC)
{
UBlueprint* SuperBP = Cast<UBlueprint>(SuperBPGC->ClassGeneratedBy);
if (!ensure(SuperBP) || !FBlueprintEditorUtils::IsDataOnlyBlueprint(SuperBP))
{
break;
}
}
}
}
UBlueprintGeneratedClass* SuperBPGC = Cast<UBlueprintGeneratedClass>(SuperClassToUse);
Allow nativized Blueprint types to instance other nativized Blueprint types as subobjects when they have one or more non-Blueprint asset preload dependencies (e.g. non-native UMG widgets). Change summary: - Added a shared cache to FGatherConvertedClassDependencies. The ctor is now protected and access is done through the static Get() method. This prevents redundant dependency list gathering for a previously-queried class/struct type. - Switched FGatherConvertedClassDependencies::Assets from a TArray to a TSet (for consistency w/ the other dependency lists). - Added FGatherConvertedClassDependenciesHelperBase::AddAssetDependency() to consolidate the addition of non-converted type asset dependencies (for consistency and easier maintenance). - Added FGatherConvertedClassDependencies::GatherAssetsReferencedByConvertedTypes() as a utility method for building a nested asset dependency chain when converted subobject types are involved. - Modified FFakeImportTableHelper::GetClassesOfSubobjects() to flag nested asset dependencies as CDO preload dependencies for EDL on the outermost converted type. This ensures dependencies will be loaded prior to CDO construction before instancing subobjects of a converted class type. - Modified FGatherConvertedClassDependencies::AllDependencies() to include nested asset dependencies; this ensures they're included when we're generating the code needed to support the linker's "fake" export table at runtime. - Some misc. cleanup; replaced a few instances of 'auto' with explicit types and updated a few lambda capture lists in place of previous use of '&' as a catch-all. #jira UE-62514 #rb Dan.OConnor [CL 4541116 by Phillip Kavan in Dev-Framework branch]
2018-11-05 15:55:31 -05:00
if (SuperBPGC && !Dependencies->WillClassBeConverted(SuperBPGC))
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
{
ParentStruct = FString::Printf(TEXT("FUnconvertedWrapper__%s"), *FEmitHelper::GetCppName(SuperBPGC));
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
EmitterContext.MarkUnconvertedClassAsNecessary(SuperBPGC);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
}
else
{
ParentStruct = FString::Printf(TEXT("FUnconvertedWrapper<%s>"), *FEmitHelper::GetCppName(SuperClassToUse));
}
}
// Include standard stuff
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
EmitFileBeginning(FEmitHelper::GetBaseFilename(SourceClass, NativizationOptions), EmitterContext, bGenerateAnyMCDelegateProperty, true, true, SuperClassToUse);
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
FIncludedUnconvertedWrappers IncludedUnconvertedWrappers(EmitterContext, false);
// DELEGATES
const FString DelegatesClassName = FString::Printf(TEXT("U__Delegates__%s"), *FEmitHelper::GetCppName(SourceClass));
auto GenerateMulticastDelegateTypeName = [](FMulticastDelegateProperty* MCDelegateProp) -> FString
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
return FString::Printf(TEXT("F__MulticastDelegate__%s"), *FEmitHelper::GetCppName(MCDelegateProp));
};
if (bGenerateAnyMCDelegateProperty)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
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Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
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Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
EmitterContext.Header.IncreaseIndent();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
EmitterContext.Header.AddLine(TEXT("GENERATED_BODY()"));
for (auto MCDelegateProp : MCDelegateProperties)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
FString ParamNumberStr, Parameters;
FEmitHelper::ParseDelegateDetails(EmitterContext, MCDelegateProp->SignatureFunction, Parameters, ParamNumberStr);
EmitterContext.Header.AddLine(FString::Printf(TEXT("DECLARE_DYNAMIC_MULTICAST_DELEGATE%s(%s%s);"), *ParamNumberStr, *GenerateMulticastDelegateTypeName(MCDelegateProp), *Parameters));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
}
EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("};"));
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
// Begin the struct
const FString WrapperName = FString::Printf(TEXT("FUnconvertedWrapper__%s"), *FEmitHelper::GetCppName(SourceClass));
EmitterContext.Header.AddLine(FString::Printf(TEXT("struct %s : public %s"), *WrapperName, *ParentStruct));
EmitterContext.Header.AddLine(TEXT("{"));
EmitterContext.Header.IncreaseIndent();
// Constructor
EmitterContext.Header.AddLine(FString::Printf(TEXT("%s(const %s* __InObject) : %s(__InObject){}"), *WrapperName, *FEmitHelper::GetCppName(EmitterContext.GetFirstNativeOrConvertedClass(SourceClass)), *ParentStruct));
static const FBoolConfigValueHelper UseStaticVariables(TEXT("BlueprintNativizationSettings"), TEXT("bUseStaticVariablesInWrappers"));
const bool bUseStaticVariables = UseStaticVariables;
// PROPERTIES:
for (auto Property : TFieldRange<FProperty>(SourceClass, EFieldIteratorFlags::ExcludeSuper))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
{
#if USE_UBER_GRAPH_PERSISTENT_FRAME
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
if (BPGC && (Property == BPGC->UberGraphFramePointerProperty))
{
continue;
}
#endif //USE_UBER_GRAPH_PERSISTENT_FRAME
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
if (Cast<UAnimBlueprintGeneratedClass>(BPGC))
{
// Dont generate Getters for inner properties
FStructProperty* StructProperty = CastField<FStructProperty>(Property);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
UScriptStruct* InnerStruct = StructProperty ? StructProperty->Struct : nullptr;
if (InnerStruct && InnerStruct->IsChildOf(FAnimNode_Base::StaticStruct()))
{
continue;
}
}
//TODO: check if the property is really used?
const FString TypeDeclaration = Property->IsA<FMulticastDelegateProperty>()
? FString::Printf(TEXT("%s::%s"), *DelegatesClassName, *GenerateMulticastDelegateTypeName(CastFieldChecked<FMulticastDelegateProperty>(Property)))
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
: EmitterContext.ExportCppDeclaration(Property
, EExportedDeclaration::Member
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
, EPropertyExportCPPFlags::CPPF_CustomTypeName | EPropertyExportCPPFlags::CPPF_BlueprintCppBackend | EPropertyExportCPPFlags::CPPF_NoRef | EPropertyExportCPPFlags::CPPF_NoConst
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EmitterContext.Header.AddLine(FString::Printf(TEXT("FORCENOINLINE %s& GetRef__%s()"), *TypeDeclaration, *UnicodeToCPPIdentifier(Property->GetName(), false, nullptr)));
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EmitterContext.Header.AddLine(TEXT("const FProperty* __Property = __PropertyPtr.Get();"));
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
EmitterContext.Header.AddLine(TEXT("if (nullptr == __Property)"));
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EmitterContext.Header.IncreaseIndent();
EmitterContext.Header.AddLine(FString::Printf(TEXT("__Property = GetClass()->%s(FName(TEXT(\"%s\")));"), GET_FUNCTION_NAME_STRING_CHECKED(UClass, FindPropertyByName), *Property->GetName()));
EmitterContext.Header.AddLine(TEXT("check(__Property);"));
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else
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EmitterContext.Header.AddLine(FString::Printf(TEXT("const FProperty* __Property = GetClass()->%s(FName(TEXT(\"%s\")));"), GET_FUNCTION_NAME_STRING_CHECKED(UClass, FindPropertyByName), *Property->GetName()));
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
}
EmitterContext.Header.AddLine(FString::Printf(TEXT("return *(__Property->ContainerPtrToValuePtr<%s>(__Object));"), *TypeDeclaration));
EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("}"));
}
// FUNCTIONS:
for (auto Func : FunctionsToGenerate)
{
TArray<FString> OutParameters;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
TArray<FString> FuncParameters;
const FString ParamNameInStructPostfix(TEXT("_"));
const FString FuncCppName = FEmitHelper::GetCppName(Func);
FString DelareFunction = FString::Printf(TEXT("FORCENOINLINE void %s("), *FuncCppName);
FString RawParameterList;
{
bool bFirst = true;
for (TFieldIterator<FProperty> It(Func); It; ++It)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
{
FProperty* Property = *It;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
if (!Property || !Property->HasAnyPropertyFlags(CPF_Parm))
{
continue;
}
if (!bFirst)
{
DelareFunction += TEXT(", ");
RawParameterList += TEXT(", ");
}
else
{
bFirst = false;
}
if (Property->HasAnyPropertyFlags(CPF_OutParm))
{
DelareFunction += TEXT("/*out*/ ");
}
DelareFunction += EmitterContext.ExportCppDeclaration(Property, EExportedDeclaration::Parameter, EPropertyExportCPPFlags::CPPF_CustomTypeName | EPropertyExportCPPFlags::CPPF_BlueprintCppBackend);
FString ParamAsStructMember;
{ // copied from FNativeClassHeaderGenerator::ExportEventParm
bool bEmitConst = Property->HasAnyPropertyFlags(CPF_ConstParm) && Property->IsA<FObjectProperty>();
const bool bIsConstParam = (Property->IsA(FInterfaceProperty::StaticClass()) && !Property->HasAllPropertyFlags(CPF_OutParm));
const bool bIsOnConstClass = (Property->IsA(FObjectProperty::StaticClass()) && ((FObjectProperty*)Property)->PropertyClass != NULL && ((FObjectProperty*)Property)->PropertyClass->HasAnyClassFlags(CLASS_Const));
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
if (bIsConstParam || bIsOnConstClass)
{
bEmitConst = false; // ExportCppDeclaration will do it for us
}
if (bEmitConst)
{
ParamAsStructMember = TEXT("const ");
}
}
ParamAsStructMember += EmitterContext.ExportCppDeclaration(Property
, EExportedDeclaration::Local
, EPropertyExportCPPFlags::CPPF_CustomTypeName | EPropertyExportCPPFlags::CPPF_BlueprintCppBackend
, FEmitterLocalContext::EPropertyNameInDeclaration::Regular
, ParamNameInStructPostfix);
FuncParameters.Emplace(ParamAsStructMember);
FString RawParameter = UnicodeToCPPIdentifier(Property->GetName(), Property->HasAnyPropertyFlags(CPF_Deprecated), TEXT("bpp__"));
if (Property->HasAnyPropertyFlags(CPF_OutParm) && !Property->HasAnyPropertyFlags(CPF_ConstParm))
{
// keep track of any output parameter names used in the function declaration
OutParameters.Add(RawParameter);
}
RawParameterList += MoveTemp(RawParameter);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
}
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EmitterContext.Header.AddLine(TEXT("{"));
EmitterContext.Header.IncreaseIndent();
if (bUseStaticVariables)
{
EmitterContext.Header.AddLine(FString::Printf(TEXT("static const FName __FunctionName(TEXT(\"%s\"));"), *Func->GetName()));
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EmitterContext.Header.AddLine(FString::Printf(TEXT("UFunction* __Function = __Object->%s(%s);"), GET_FUNCTION_NAME_STRING_CHECKED(UObject, FindFunctionChecked), *FuncNameStr));
const FString FuncParametersStructName = FuncParameters.Num() ? (FuncCppName + TEXT("_Parameters")) : FString();
if (FuncParameters.Num())
{
EmitterContext.Header.AddLine(FString::Printf(TEXT("struct %s"), *FuncParametersStructName));
EmitterContext.Header.AddLine(TEXT("{"));
EmitterContext.Header.IncreaseIndent();
for (FString& Param : FuncParameters)
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EmitterContext.Header.AddLine(FString::Printf(TEXT("%s;"), *Param));
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EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("};"));
EmitterContext.Header.AddLine(FString::Printf(TEXT("%s __Parameters { %s };"), *FuncParametersStructName, *RawParameterList));
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
EmitterContext.Header.AddLine(FString::Printf(TEXT("__Object->%s(__Function, %s);"), GET_FUNCTION_NAME_STRING_CHECKED(UObject, ProcessEvent), FuncParameters.Num() ? TEXT("&__Parameters") : TEXT("nullptr")));
// emit code to copy any output parameter values back from the local parameter struct
for (const FString& OutParameter : OutParameters)
{
EmitterContext.Header.AddLine(FString::Printf(TEXT("%s = __Parameters.%s%s;"), *OutParameter, *OutParameter, *ParamNameInStructPostfix));
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
EmitterContext.Header.DecreaseIndent();
EmitterContext.Header.AddLine(TEXT("}"));
}
// close struct
EmitterContext.Header.DecreaseIndent();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
EmitterContext.Header.AddLine(TEXT("};"));
}
return EmitterContext.Header.Result;
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
void FBlueprintCompilerCppBackendBase::EmitFileBeginning(const FString& CleanName, FEmitterLocalContext& EmitterContext, bool bIncludeGeneratedH, bool bIncludeCodeHelpersInHeader, bool bFullyIncludedDeclaration, UField* AdditionalFieldToIncludeInHeader)
{
EmitterContext.Header.AddLine(TEXT("#pragma once"));
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
const FString PCHFilename = FEmitHelper::GetPCHFilename();
if (!EmitterContext.NativizationOptions.bExcludeMonolithicHeaders)
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
// If monolithic headers are not being excluded, then we are not IWYU-compliant, and thus we include the PCH file first.
if (!PCHFilename.IsEmpty())
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2781504 on 2015/11/25 by Mike.Beach Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers. #jira UE-23371 #codereview Dan.OConnor Change 2781513 on 2015/11/25 by Michael.Schoell Find-in-Blueprints optimized gathering. Size of data has shrunk in the Asset Registry by up to one fifth the old size! Performance moderately improved. Load and save times of Blueprints increased, less redundant gathering of searchable data. #jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data Change 2781517 on 2015/11/25 by Michael.Schoell Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure. #jira UE-23136 - Remove Item Node Removes All Objects in an Array Change 2781804 on 2015/11/26 by Maciej.Mroz Changed ConformImplementedEvents. #jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking #codereview Phillip.Kavan, Mike.Beach Change 2781821 on 2015/11/26 by Ben.Cosh This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls. #UEBP-66 - Blueprint debug keymappings #UE-16817 - Add step-in, step-over, and run until here functions for breakpoints #UE-12481 - The F10 key doesn't work for stepping blueprint debugging #Branch UE4 #Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate reviewedby chris.wood Change 2781861 on 2015/11/26 by Maciej.Mroz UE-23626 Converted tower defense game - you cannot click to place towers CodeGenerator generates overriden exported names for events and functions. #codereview Dan.Oconnor, Steve.Robb Change 2782798 on 2015/11/30 by Maciej.Mroz BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter). #jira UE-23862 Pawns in TowerDefenseGame don't move in converted build #codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor Change 2782881 on 2015/11/30 by Michael.Schoell Fixed ensure when promoting function graphs from interfaces during interface removal. #jira UE-23717 - Ensure removing an implemented interface when transfering functions Change 2783041 on 2015/11/30 by Maciej.Mroz BP C++ conversion: All variables from Event Graph are listed as class properties. #jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window #codereview Mike.Beach, Dan.Oconnor Change 2783080 on 2015/11/30 by Michael.Schoell Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error. Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected. All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed. Duplicating graphs will correct names of objects in child Blueprints. Function overrides of interfaces expected as an event can be deleted. Duplicating graphs while in PIE is no longer possible. When removing an interface, the operation can now be canceled. #jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp Change 2783338 on 2015/11/30 by Michael.Schoell New output pins on function result nodes will properly fill out with valid default values. All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint. #jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function Change 2783742 on 2015/11/30 by Phillip.Kavan [UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load. change summary: - modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects Change 2784652 on 2015/12/01 by Ben.Cosh Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor. #UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip. #Branch UE4 #Proj Kismet #CodeReview Chris.Wood Change 2784834 on 2015/12/01 by Michael.Schoell Added functions to convert from string to: Vector, Vector2D, Rotator, Color. #jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama PR #1795
2015-12-16 17:17:43 -05:00
{
FIncludeHeaderHelper::EmitIncludeHeader(EmitterContext.Body, *PCHFilename, false);
}
else
{
// Used when generated code is not in a separate module
const FString MainHeaderFilename = FEmitHelper::GetGameMainHeaderFilename();
if (!MainHeaderFilename.IsEmpty())
{
FIncludeHeaderHelper::EmitIncludeHeader(EmitterContext.Body, *MainHeaderFilename, false);
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2781504 on 2015/11/25 by Mike.Beach Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers. #jira UE-23371 #codereview Dan.OConnor Change 2781513 on 2015/11/25 by Michael.Schoell Find-in-Blueprints optimized gathering. Size of data has shrunk in the Asset Registry by up to one fifth the old size! Performance moderately improved. Load and save times of Blueprints increased, less redundant gathering of searchable data. #jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data Change 2781517 on 2015/11/25 by Michael.Schoell Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure. #jira UE-23136 - Remove Item Node Removes All Objects in an Array Change 2781804 on 2015/11/26 by Maciej.Mroz Changed ConformImplementedEvents. #jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking #codereview Phillip.Kavan, Mike.Beach Change 2781821 on 2015/11/26 by Ben.Cosh This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls. #UEBP-66 - Blueprint debug keymappings #UE-16817 - Add step-in, step-over, and run until here functions for breakpoints #UE-12481 - The F10 key doesn't work for stepping blueprint debugging #Branch UE4 #Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate reviewedby chris.wood Change 2781861 on 2015/11/26 by Maciej.Mroz UE-23626 Converted tower defense game - you cannot click to place towers CodeGenerator generates overriden exported names for events and functions. #codereview Dan.Oconnor, Steve.Robb Change 2782798 on 2015/11/30 by Maciej.Mroz BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter). #jira UE-23862 Pawns in TowerDefenseGame don't move in converted build #codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor Change 2782881 on 2015/11/30 by Michael.Schoell Fixed ensure when promoting function graphs from interfaces during interface removal. #jira UE-23717 - Ensure removing an implemented interface when transfering functions Change 2783041 on 2015/11/30 by Maciej.Mroz BP C++ conversion: All variables from Event Graph are listed as class properties. #jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window #codereview Mike.Beach, Dan.Oconnor Change 2783080 on 2015/11/30 by Michael.Schoell Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error. Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected. All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed. Duplicating graphs will correct names of objects in child Blueprints. Function overrides of interfaces expected as an event can be deleted. Duplicating graphs while in PIE is no longer possible. When removing an interface, the operation can now be canceled. #jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp Change 2783338 on 2015/11/30 by Michael.Schoell New output pins on function result nodes will properly fill out with valid default values. All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint. #jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function Change 2783742 on 2015/11/30 by Phillip.Kavan [UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load. change summary: - modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects Change 2784652 on 2015/12/01 by Ben.Cosh Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor. #UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip. #Branch UE4 #Proj Kismet #CodeReview Chris.Wood Change 2784834 on 2015/12/01 by Michael.Schoell Added functions to convert from string to: Vector, Vector2D, Rotator, Color. #jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama PR #1795
2015-12-16 17:17:43 -05:00
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
FIncludeHeaderHelper::EmitIncludeHeader(EmitterContext.Body, *CleanName, true);
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 Change 3266915 on 2017/01/20 by Arciel.Rekman Fix Persona crash on Linux (UE-38790). - Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it. #jira UE-38790 Change 3266785 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390 #jira UE-40649 Change 3266762 on 2017/01/20 by Rolando.Caloca UE4.15 - Fix for reallocating scene color #jira UE-40633 Change 3266642 on 2017/01/20 by Lina.Halper Downgraded Warning to Info #jira: UE-40643 Change 3266532 on 2017/01/20 by Jeff.Campeau Fix multiplatform Windows includes defeating the safety check in MinWindows.h #jira UE-40778 #rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h. Change 3266523 on 2017/01/20 by Marc.Audy Fix case where child actor could avoid getting begin play call #jira UE-40960 Change 3266474 on 2017/01/20 by Peter.Sauerbrei fix for using an API not yet available in iOS 8 #jira UE-40698 Change 3266339 on 2017/01/20 by Frank.Fella Sequencer - Fix UI issues with multi-track section rows. + Don't show an empty sub-track when there are no sections. + Expand parent tracks by default. #Jira UE-40487 Change 3266283 on 2017/01/20 by Jeff.Fisher UE-40683 GearVR projects rendering black -Fix from Remi Palandri #jira UE-40683 #review-3265824 @nick.whiting @ryan.vance Change 3266264 on 2017/01/20 by Lina.Halper Downgraded warning and changed log message #jira: UE-40643 Change 3266239 on 2017/01/20 by Peter.Sauerbrei fix for virtual joystick not showing up on some devices #jira UE-40472 Change 3266084 on 2017/01/20 by Mitchell.Wilson Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug. #jira UE-40887 Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt Fixed "Wait for Movies to Complete" flag being reversed #jira UE-40943 Change 3266076 on 2017/01/20 by Mitchell.Wilson Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example. Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16 #jira UE-40830 UE-40887 Change 3266034 on 2017/01/20 by Benn.Gallagher Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array. #jira UE-40911 Change 3266027 on 2017/01/20 by Ian.Fox #OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175 #jira UE-39110 Change 3265906 on 2017/01/20 by Marcus.Wassmer Fix GPU particle AFR flickering and optimize injection transfers. Duplicate CL's 3260302, 3261252, 3265662, 3265678 #jira UE-40915 Change 3265873 on 2017/01/20 by Mark.Satterthwaite Duplicate CL #3262535: Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements #jira UE-40842 Change 3265857 on 2017/01/20 by Jamie.Dale Fixed font pathing issue that could happen in an out-of-source packaged build #jira UE-40855 Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt Move Dirt Mask Intensity to the correct post process category #jira UE-40851 Change 3265674 on 2017/01/20 by Rolando.Caloca UE4.15 - Revert #jira UE-40633 Change 3265647 on 2017/01/20 by Mitchell.Wilson Updating spawn location of the player pawn after unpossessing character in example 1.10. #jira UE-40870 Change 3265612 on 2017/01/20 by Alexis.Matte Prevent name clash warning when doing automation test #jira UE-40788 Change 3265553 on 2017/01/20 by Matthew.Griffin Fixed Shadow variable warning Change 3265366 on 2017/01/20 by Dmitriy.Dyomin Fixed: Vulkan crashes on Adreno Galaxy S7 #jira UE-40840 Change 3265294 on 2017/01/19 by Dmitriy.Dyomin Fixed typo which was causing assert on mobile #jira UE-40633 Change 3265111 on 2017/01/19 by Rolando.Caloca UE4.15 - Fix for scene color crash #jira UE-40633 Change 3264789 on 2017/01/19 by Josh.Adams - Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR #jira UE-40798 Change 3264780 on 2017/01/19 by Rolando.Caloca UE4.15 - Add Morph compute GPU stat #jira UE-40891 Change 3264486 on 2017/01/19 by Mark.Satterthwaite Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work. #jira UE-40863 Change 3264427 on 2017/01/19 by Rolando.Caloca UE4.15 - Track down crash #jira UE-40633 Change 3264393 on 2017/01/19 by Aaron.McLeran #jira UE-40850 Re-fixing UE-39650 again in 4.15. I hope this bug doesn't regress yet again! Change 3264364 on 2017/01/19 by Daniel.Wright In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures. #jira UE-39658 Change 3264284 on 2017/01/19 by Mark.Satterthwaite Duplicate CL #3264251: Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions. #jira UE-40803 Change 3264282 on 2017/01/19 by Benn.Gallagher CIS fix, bad expression that failed to compile Mac #jira UE-40716 Change 3264257 on 2017/01/19 by Mike.Beach Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings). #jira UE-40620 Change 3264242 on 2017/01/19 by Daniel.Wright [Copy] Sharing IndirectLightingCacheTextureSampler samplers #jira UE-40727 Change 3264191 on 2017/01/19 by Ori.Cohen Fix heightfield not working with traces underneath. #JIRA UE-39819 Change 3264139 on 2017/01/19 by Benn.Gallagher Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX #jira UE-40716 Change 3264110 on 2017/01/19 by Max.Preussner MfMedia: Disabled plug-in on Windows 10, because it is currently broken #jira UE-406344 Change 3264108 on 2017/01/19 by Max.Preussner MfMedia: Fixed compile errors on Windows 10 #jira UE-40644 Change 3264099 on 2017/01/19 by Jamie.Dale Adding deprecation warning for 4.14 style PO export #jira UE-40592 Change 3264089 on 2017/01/19 by Matthew.Griffin Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it #jira UE-39968 Change 3264065 on 2017/01/19 by James.Golding Fix ModifyCurve node not calling init/update in SourcePose #jira UE-40852 Change 3263729 on 2017/01/19 by Alexis.Matte Fix a bad condition when filling the material sorting array #jira UE-40814 Change 3263704 on 2017/01/19 by Jack.Porter Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled. #jira UE-40659 Change 3263627 on 2017/01/19 by Jack.Porter Fixed black textures when Vulkan is packaged for ETC1 #jira UE-40658 Change 3263554 on 2017/01/19 by Jack.Porter Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD. #jira UE-38930 Change 3263535 on 2017/01/19 by Matthew.Griffin Removed unnecessary directories to always cook Problem was actually down to string asset references not being resolved in file set generation Change 3263534 on 2017/01/19 by Matthew.Griffin Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights Change 3263267 on 2017/01/18 by Dan.Oconnor Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator. #jira UE-40428 Change 3263219 on 2017/01/18 by Dan.Oconnor Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution #jira UE-19425 Change 3262980 on 2017/01/18 by Maciej.Mroz #jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770 Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint Change 3262908 on 2017/01/18 by Ori.Cohen When refreshing physics assets, don't do so on components that have no bodies. #JIRA UE-40764 Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt Fix a crash if a background blur widget ends up being negative or zero sized #jira UE-40820 Change 3262606 on 2017/01/18 by Marc.Audy Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode #jira UE-40785 Change 3262416 on 2017/01/18 by Marc.Audy Reenable audio threading #jira UE-00000 Change 3262125 on 2017/01/18 by Chris.Wood Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble [UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac #jira UE-40293 Change 3262103 on 2017/01/18 by Jamie.Dale Merging some cooker fixes CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory CL# 3262091 - Guarding against potentially invalid call to FString::Mid CL# 3262094 - Cook on the fly builds now resolve string asset references #jira UE-40790 Change 3262082 on 2017/01/18 by Chris.Bunner Accumulate used particle materials from final mesh material module, not first. #jira UE-39953 Change 3261996 on 2017/01/18 by Matthew.Griffin Allow Samples to be built in pre-flights if you are specifying an engine version Change 3261995 on 2017/01/18 by Matthew.Griffin Resolve string asset references after loading packages to ensure that we find all required files Change 3261934 on 2017/01/18 by Allan.Bentham Bump shader version to force changes in 3260307 to occur. #jira UE-39701 Change 3261842 on 2017/01/18 by Graeme.Thornton Manual copy of CL 3253580 from Dev-Core Added some validation of the class index in exportmap entries #jira UE-37873 Change 3261017 on 2017/01/17 by Mitchell.Wilson Resaving all levels to resolve short form string asset reference warnings. #jira UE-40732 Change 3260918 on 2017/01/17 by Andrew.Rodham Sequencer: Request unloaded levels to be loaded when being made visible through sequencer #jira UE-40082 Change 3260909 on 2017/01/17 by Ben.Marsh Fix error running "Clean" in installed build. #jira UE-40751 Change 3260757 on 2017/01/17 by Jeff.Fisher UE-39654 Crash when launching Google VR project -Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix. -In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it. -I also added some asserts. #jira UE-39654 #review-3260644 Change 3260637 on 2017/01/17 by Alexis.Matte Fix crash when importing skeletal mesh containing a texture or a material using the same name. #jira UE-40538 Change 3260630 on 2017/01/17 by Marc.Audy When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include Update all C++ feature packs to include the original project .h in the files that are copied in to the new project #jira UE-40730 Change 3260600 on 2017/01/17 by matt.barnes Test content for sequencer event tracks #jira UE-29618 Change 3260593 on 2017/01/17 by Mieszko.Zielinski Made FSupportedAreaData export as part of engine API #UE4 #jira UE-40739 Change 3260538 on 2017/01/17 by Marc.Audy Always display axes in debug info, but show -- for value when we don't yet know the ranges #jira UE-40700 Change 3260422 on 2017/01/17 by Marc.Audy Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings #jira UE-10109 Change 3260392 on 2017/01/17 by Ben.Woodhouse Duplicated from CL 3260107: Fix FMonitoredProcess to prevent infinite loop in -nothreading mode #jira UE-40717 Change 3260358 on 2017/01/17 by Chris.Bunner Only validate tonemapper LUT input if actually hooked up. #jira UE-40467 Change 3260327 on 2017/01/17 by Frank.Fella PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked. #jira UE-40709 Change 3260307 on 2017/01/17 by Allan.Bentham Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime. #jira UE-39701 Change 3260276 on 2017/01/17 by Alex.Delesky #jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode. Change 3260274 on 2017/01/17 by Chris.Wood Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors [UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel #jira UE-40492 Change 3260230 on 2017/01/17 by Ben.Woodhouse Duplicated from dev-rendering@3232283 D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3260096 on 2017/01/17 by Thomas.Sarkanen Fixed crash when rendering out a level sequence with layered animations When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state. #jira UE-40654 - Render Movie using separate process crashes capture process Change 3259875 on 2017/01/17 by Dmitriy.Dyomin Fixed: SunTemple is washed out in one color on some Android devices #jira UE-40689 Change 3259011 on 2017/01/16 by Max.Chen Matinee to Level Sequence: Make RegisterTrackConverters pure virtual #jira UE-37328 Change 3258992 on 2017/01/16 by Rolando.Caloca UE4.15 - Integrate fix for outlines (3258807) #jira UE-40690 Change 3258949 on 2017/01/16 by mason.seay Disabled TranslatedMass test #jira UE-29618 Change 3258860 on 2017/01/16 by Max.Preussner Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819) #jira OR-34819 Change 3258846 on 2017/01/16 by Max.Preussner MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703) #jira UE-39703 Change 3258813 on 2017/01/16 by Benn.Gallagher Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices. #jira UE-40614 Change 3258771 on 2017/01/16 by James.Golding Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template) #jira UE-40418 Change 3258747 on 2017/01/16 by Max.Chen Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning. #jira UE-40665 Change 3258630 on 2017/01/16 by Jurre.deBaare CIS IfDef issue fix #JIRA UE-1234 Change 3258541 on 2017/01/16 by Phillip.Kavan [UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs. change summary: - revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method #jira UE-40131 Change 3258532 on 2017/01/16 by Max.Chen Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug. #jira UE-40642 Change 3258505 on 2017/01/16 by Marc.Audy Improve messaging when installing vehicle and vehicle adv C++ feature packs #jira UE-40647 Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist) #jira UE-40567 Change 3258457 on 2017/01/16 by Jurre.deBaare SpeedTree Billboards rendering with Incorrect Material #fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing #jira UE-39677 Change 3258442 on 2017/01/16 by Alexis.Matte Skeletalmesh import, make sure we increment the lod index when animation is not imported #jira UE-40640 Change 3258431 on 2017/01/16 by Jurre.deBaare Back out changelist 3258392 #fix issue was already resolved #jira UE-1234 Change 3258392 on 2017/01/16 by Jurre.deBaare Fix for non-unity CIS #JIRA UE-1234 Change 3258358 on 2017/01/16 by Matthew.Griffin Prevent warning from being shown when XMPP module is not built #jira UE-40616 (I guess LoadModule could be changed to LoadModuleChecked now if they do exist) Change 3258144 on 2017/01/15 by Marc.Audy Fix non-unity CIS errors #jira UE-00000 Change 3258141 on 2017/01/15 by zachary.wilson Adding testing content for Distance Field Indirect Shadows #jira UE-29618 Change 3258049 on 2017/01/14 by Nick.Shin UFE sent incorrect header data on missing file also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is) first, 404 was not sending the required double newline after headers second, since connection are not closed manually (server side) send a dummy payload with content-length data #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3257984 on 2017/01/14 by Aaron.McLeran Attempting another fix for static analysis warning in CIS #jira UE-40645 Change 3257904 on 2017/01/14 by Aaron.McLeran Resolving static analysis warnings reported by CIS #jira UE-40645 Change 3257883 on 2017/01/14 by Aaron.McLeran Fixing build warning with CL 3257826 #jira UE-40645 Change 3257826 on 2017/01/13 by Aaron.McLeran Integrating fixes from Dev-Framework and Odin to Release-415 #jira UE-40645 Change 3257654 on 2017/01/13 by Marc.Audy Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take. #jira UE-40466 Change 3257608 on 2017/01/13 by John.Pollard PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays #jira OR-34522 Change 3257489 on 2017/01/13 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve CIS warnings. #jira UE-40628 Change 3257485 on 2017/01/13 by Chris.Babcock Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4) #jira UE-40602 #ue4 #android Change 3257444 on 2017/01/13 by Matt.Barnes Updating test assets for UEQATC-2967 #jira UE-29618 Change 3257324 on 2017/01/13 by Arciel.Rekman Linux: Update runtime CEF lib as well (UE-401413). - Followup to CL 3256081. #jira UE-40413 (Merging CL 3257241 from Dev-Platform to Release-4.15) Change 3257140 on 2017/01/13 by Lina.Halper Fix crash with deleting all poses #jira: UE-40537 Change 3257066 on 2017/01/13 by Jurre.deBaare CIS fix for game builds #jira UE-1234 Change 3257056 on 2017/01/13 by Ben.Zeigler #jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager. This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash Change 3256839 on 2017/01/13 by Jurre.deBaare Added conversion of HLOD transition screen size to new transition screen area values #fix During serialization patch up the values of transition screen size within the hierarchical lod setups #misc Updated the default value to a screen size to screen area equivalent #JIRA UE-40518 Change 3256761 on 2017/01/13 by Mieszko.Zielinski Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4 #jira UE-40589 Change 3256177 on 2017/01/12 by Josh.Adams - Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs) #jira UE-40391 Change 3256131 on 2017/01/12 by Jamie.Dale Fixing log spam when trying to load an empty font data #jira UE-40555 Change 3256081 on 2017/01/12 by Arciel.Rekman Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413). - Also deleted Debug version of it. - Change by yaakuro. #jira UE-40413 (Edigrating CL 3256065 from Dev-Platform to Release-4.15) Change 3256046 on 2017/01/12 by Jon.Nabozny Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms. #jira UE-39212 Change 3255939 on 2017/01/12 by mason.seay Rebuilt lighting #jira UE-29618 Change 3255912 on 2017/01/12 by Olaf.Piesche Replicating fix from 3246828 for #jira UE-39249 Change 3255909 on 2017/01/12 by Rolando.Caloca UE4.15 - Support for choosing discrete AMD GPU #jira UE-40546 Change 3255835 on 2017/01/12 by Martin.Wilson Fix newly added virtual bones not being on screen. #jira UE-40516 Change 3255774 on 2017/01/12 by Mark.Satterthwaite Merging 3251926 for Richard.Wallis: #jira UE-38828 Crash after Enabling Forward Shading on Mac and Creating/Editing Materials. Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views. Change 3255771 on 2017/01/12 by Alexis.Matte Fix a crash when re-importing asset with no material #jira UE-40510 Change 3255746 on 2017/01/12 by Jon.Nabozny Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp #jira UE-0000 Change 3255659 on 2017/01/12 by Jon.Nabozny Enable Shifting Vertices during Convex Hull cooking to prevent precision issues. (Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag) #jira UE-39212 Change 3255617 on 2017/01/12 by Ori.Cohen Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor #JIRA UE-40458 Change 3255536 on 2017/01/12 by Jamie.Dale Fixed crash when using an object picker against the 'Object' type This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down). #jira UE-40408 Change 3255451 on 2017/01/12 by Chris.Wood Fixed read only text color in SCommentBubble [UE-40384] - Reference Viewer comment text is difficult to read Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set. #jira UE-40384 Change 3255448 on 2017/01/12 by Chris.Wood Removed blinking cursor/caret on read only editable text layouts. [UE-40502] - Flashing cursor/caret showing in read-only editable text layouts #jira UE-40502 Change 3255445 on 2017/01/12 by Marc.Audy Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing #jira UE-00000 Change 3255441 on 2017/01/12 by Jon.Nabozny Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts. #jira UE-40478 Change 3255407 on 2017/01/12 by Yannick.Lange VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected - Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected - Added extra checks for other possible future cases #jira UE-39786 UE-39789 Change 3255393 on 2017/01/12 by Chris.Bunner Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter. #jira UE-40517 Change 3255375 on 2017/01/12 by Steve.Robb CIS fix. #jira UE-39556 Change 3255334 on 2017/01/12 by samuel.proctor Corrected QA Container asset to remove pin warning. #jira UE-29618 Change 3255319 on 2017/01/12 by james.cobbett Fixing motion blur issue with test content for Pose Snapshots. #jira UE-29618 Change 3255247 on 2017/01/12 by Nick.Darnell Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window. That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI. #jira UE-40313 Change 3255236 on 2017/01/12 by Phillip.Kavan [UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation. - Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391) #jira UE-40131 Change 3255216 on 2017/01/12 by Rolando.Caloca UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer #jira UE-40506 Change 3255206 on 2017/01/12 by Steve.Robb Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues. #fyi mike.beach #jira UE-39556 Change 3255195 on 2017/01/12 by mason.seay Adjusted slope to fix platform discrepancy #jira UE-29618 Change 3255086 on 2017/01/12 by Jack.Porter Fix XboxOneShaderCompiler.cpp non-unity compilation #jira None Change 3255085 on 2017/01/12 by Jack.Porter Missing HTML5 changes from CL 3254907 #jira UE-39111 Change 3255031 on 2017/01/12 by Jack.Porter More iOS GoogleVR changes missing from CL 3254907 #jira UE-39111 Change 3254991 on 2017/01/12 by Jack.Porter Missing file from CL 3254907 #jira UE-39111 Change 3254907 on 2017/01/11 by Jack.Porter Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA #jira UE-39111 #jira UE-35849 #jira UEMOB-35 Change 3254810 on 2017/01/11 by Arciel.Rekman Linux: fix for crash on exit (UE-40488). #jira UE-40488 Change 3254617 on 2017/01/11 by Peter.Sauerbrei remake the fix for missing PhysXVehicle library in binary for IOS and TVOS #jira UE-39349 Change 3254489 on 2017/01/11 by mason.seay Other minor improvements to the map #jira UE-29618 Change 3254477 on 2017/01/11 by mason.seay Map tweaks to prevent the vehicle from getting stuck #jira UE-29618 Change 3254431 on 2017/01/11 by Mitchell.Wilson Rebuilt lighting on all StarterContent levels. #jira UE-40468 Change 3254333 on 2017/01/11 by mason.seay Adjusted lightmap on mesh to remove odd rendering splotches #jira UE-29618 Change 3254131 on 2017/01/11 by Rolando.Caloca UE4.15 - Missing dumped shaders #jira UE-40465 Change 3254126 on 2017/01/11 by Jeff.Fisher UE-40422 Vive Motion Controllers unable to Play Haptic Effect -Removed an unnecessary remapping of controllerindex to deviceid, they are the same now. #jira UE-40422 #review-3254084 Change 3254046 on 2017/01/11 by Mark.Satterthwaite Merging 3233811: Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. #jira UE-39935 Change 3254021 on 2017/01/11 by james.cobbett Test content for Pose Snapshot testing #jira UE-29618 Change 3253993 on 2017/01/11 by Alexis.Matte Fix the morph target import #jira UE-40424 Change 3253948 on 2017/01/11 by mason.seay Fixed Level BP logic that was causing Access None error #jira UE-29618 Change 3253884 on 2017/01/11 by mason.seay Updated mesh colors on map. Disabled motion blur #jira UE-29618 Change 3253862 on 2017/01/11 by mason.seay Disabled Always Show Mobile Input (turned on by accident) #jira UE-29618 Change 3253859 on 2017/01/11 by Mark.Satterthwaite Merging 3252866: Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3253854 on 2017/01/11 by Mark.Satterthwaite Merging 3252859: Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping. #jira UE-40410 Change 3253853 on 2017/01/11 by Mark.Satterthwaite Merging 3237394: Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3253852 on 2017/01/11 by Mark.Satterthwaite Merging 3236850: Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3253834 on 2017/01/11 by mason.seay Updated mobile input textures to be power of two #jira UE-29618 Change 3253807 on 2017/01/11 by Mark.Satterthwaite Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering: 3232641: - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. 3236788: Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. 3233854: More information about texture type validation errors in Metal. 3249742: Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. #jira UE-40200 Change 3253636 on 2017/01/11 by Chris.Wood Improved tracking of runtime and debugger attachment for analytics purposes. [UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics [UE-39777] - Update MTBF IsDebugger state for every heartbeat [UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set [UE-39779] - UnrealWatchdog to send total run time of process Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog. #jira UE-39780, UE-39777, UE-39778, UE-39779 Change 3253281 on 2017/01/10 by Dan.Oconnor Typo fix caused parameter in local struct definition to shadow the local #jira UE-40027 Change 3253231 on 2017/01/10 by Dan.Oconnor Mirror of 3253220 These pins should infer together #jira UE-40427 Change 3253125 on 2017/01/10 by Uriel.Doyon Brought back CL 3242117 and 3238685, which got lost on the way: - Fix for possiblel check fail when changin mobility of actors. - Fix for possible check fail when processing streaming data. #jira UE-39996 Change 3252936 on 2017/01/10 by Marc.Audy CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references Ensure that a reinstanced child actor component ends up pointing at the correct child actor template #jira UE-40027 Change 3252886 on 2017/01/10 by Lina.Halper Fix for invalid AnimCurves when curve is added while running #jira: UE-39826 Change 3252753 on 2017/01/10 by Frank.Fella Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks. #jira UE-39836 Change 3252640 on 2017/01/10 by Lukasz.Furman fixed NavCollision losing user settings after any property change copy of 3252628 #jira UE-40388 Change 3252614 on 2017/01/10 by Daniel.Wright UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance. #jira UE-40406 Change 3252609 on 2017/01/10 by mason.seay Updated map with text actors for more visual clarity #jira UE-29618 Change 3252477 on 2017/01/10 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios #jira UE-39852 Change 3252451 on 2017/01/10 by Daniel.Wright Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted * Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial #jira UE-30089 Change 3252418 on 2017/01/10 by Ben.Zeigler #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. Change 3252410 on 2017/01/10 by Max.Chen Sequencer : Filter sections on select in range Copy from Dev-Sequencer #jira UE-37854 Change 3252385 on 2017/01/10 by Max.Chen Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly. #jira UE-39923 Change 3252360 on 2017/01/10 by Allan.Bentham Remove incorrect assert for iOS. #jira UE-40385 Change 3252297 on 2017/01/10 by mason.seay Test assets for suspending cloth simulation #jira UE-29618 Change 3252125 on 2017/01/10 by Mieszko.Zielinski Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4 #jira UE-40099 Change 3251987 on 2017/01/10 by Allan.Bentham Fix HQ DoF #jira UE-35548 Change 3251856 on 2017/01/10 by Jack.Porter Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor. Added MakeBox and MakeBox2D kismet native functions Fixed box overlap test ignoring instance scale #jira UE-34409 Change 3251519 on 2017/01/09 by Daniel.Wright [Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed #jira UE-40055 Change 3251146 on 2017/01/09 by Lina.Halper Fix on stable track data carrying over to pose asset - decided to clean up track data in anim sequence since we don't really need that data anymore #jira: UE-40351 #code review: Martin.Wilson Change 3251056 on 2017/01/09 by Lina.Halper fixed crash when pose node contains stale data when updating source. #jira: UE-40258 #code review; Thomas.Sarkanen Change 3251035 on 2017/01/09 by Mitchell.Wilson Removed preview mesh in M_GodRay to resolve CIS warning. Relinked textures used in two materials to resolve CIS warnings. #jira UE-40350 Change 3250959 on 2017/01/09 by Mitchell.Wilson Updating master sequence playback end time so the final audio track can be heard. Updating multiple shots to resolve issues with audio not playing back properly. #jira UE-40321 UE-40335 Change 3250896 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed level visibility not working in PIE #jira UE-40082 Change 3250895 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated. #jira UE-40320 Change 3250830 on 2017/01/09 by Ben.Woodhouse Duplicated from //ue4/Release-4.14 CL 3238182 Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. #jira UE-38818 Change 3250790 on 2017/01/09 by Lauren.Ridge Fixing backspace on VR Editor numberpad menu. #jira UE-39770 Change 3250681 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3249296: XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3250680 on 2017/01/09 by Ben.Woodhouse Duplicated from dev-rendering@3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 #jira UE-39949 Change 3250609 on 2017/01/09 by Steve.Robb Maximum number of stats-using threads increased to 512. #jira UE-38153 Change 3250604 on 2017/01/09 by Andrew.Rodham Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties #jira UE-40327 Change 3250589 on 2017/01/09 by Matthew.Griffin Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder Avoids unused configs and VS2013 files #jira UE-39171 Change 3250578 on 2017/01/09 by Matthew.Griffin Removed art tools from released build now that they are available separately on the Marketplace Change 3250282 on 2017/01/07 by Mieszko.Zielinski Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4 Reported by UT team. Replication of a fix from Dev-Framework that didn't make it to 4.15 stream #jira UE-40324 Change 3250276 on 2017/01/07 by Mieszko.Zielinski Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4 #jira UE-31711 Change 3250219 on 2017/01/07 by Mieszko.Zielinski Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4 #jira UE-31731 Change 3250147 on 2017/01/07 by Andrew.Rodham Added missing includes #jira UE-40019 Change 3250096 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests correction to: UE_MakeHTTPDataRequest #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249963 on 2017/01/06 by Mieszko.Zielinski removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4 #jira UE-40099 Change 3249829 on 2017/01/06 by Alexis.Matte turn on the material name clash feature for the content browser importer. #jira UE-40298 Change 3249791 on 2017/01/06 by andrew.porter QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings #jira UE-29618 Change 3249755 on 2017/01/06 by Jamie.Dale Some fixes for object reference detection and notification when deleting assets #jira UE-40121 Change 3249727 on 2017/01/06 by James.Golding #jira UE-40242 Change 3249707 on 2017/01/06 by Mitchell.Wilson Removing preview mesh with incorrect path from materials to resolve warnings in CIS. #jira UE-40311 Change 3249543 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3249506 on 2017/01/06 by Alexis.Matte Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail. #jira UE-40240 Change 3249477 on 2017/01/06 by Ori.Cohen Fix incorrect warning when moving kinematic objects during simulation. #JIRA UE-40290 Change 3249472 on 2017/01/06 by Andrew.Rodham Sequencer: Undo now works as expected when editing the properties of a key #jira UE-40019 Change 3249390 on 2017/01/06 by Mitchell.Wilson Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample. #jira UE-40300 Change 3249317 on 2017/01/06 by Alexis.Matte Fix a crash when loading skeletalmesh with no section #jira UE-40249 Change 3249294 on 2017/01/06 by Mitchell.Wilson Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths. #jira UE-40295 Change 3249213 on 2017/01/06 by Chris.Bunner Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #jira OR-33525, OR-33536, OR-33540, OR-33520 Change 3249135 on 2017/01/06 by Martin.Wilson Fix root motion issues on additive animations. - Fix scale issue on resetting root bone - Fix loss of root motion when animation is additive. #jira UE-40232 Change 3248522 on 2017/01/05 by Alexis.Matte Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value #jira UE-40201 Change 3248271 on 2017/01/05 by Andrew.Rodham Sequencer: Only reset persistent evaluation data when the sequence has changed - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence #jira UE-40234 Change 3248092 on 2017/01/05 by Ben.Marsh UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it. Change 3248091 on 2017/01/05 by Marcus.Wassmer Tick renderthreadtickables in -onethread to avoid leaks. #jira UE-40248 Change 3248063 on 2017/01/05 by Marc.Audy Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread #jira UE-40243 Change 3247995 on 2017/01/05 by Maciej.Mroz NativizationSummary object is always present. manually merged cl#3247985 from Dev-Blueprints #jira UE-40035 Change 3247873 on 2017/01/05 by Chad.Garyet Adding "Generate QA Labels" buildgraph node and automation script. Port of createNewLabel and createMinimumLabel python scripts into UAT #jira UEB-725 Change 3247855 on 2017/01/05 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3247737 on 2017/01/05 by Marc.Audy static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data #jira UE-40053 Change 3247723 on 2017/01/05 by mason.seay Asset for suspend cloth bug #jira UE-29618 Change 3247708 on 2017/01/05 by Mitchell.Wilson Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr #jira UE-40195 Change 3247652 on 2017/01/05 by Martin.Wilson Fixes for animation notifies window -Fix notify not being removed from skeleton -Fix crash where editor is not refreshed after notify removal #jira UE-40154 Change 3247638 on 2017/01/05 by mason.seay Test assets for cloth suspension #jira UE-29618 Change 3247630 on 2017/01/05 by Alexis.Matte Prevent crash when the import fail and we have no staticmesh created #jira UE-40024 Change 3247556 on 2017/01/05 by Ben.Marsh Fix non-unity compile error. Change 3247547 on 2017/01/05 by Jurre.deBaare Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor #fix Unify path for both delete cluster options in the outliner UI #jira UE-40066 Change 3247539 on 2017/01/05 by Benn.Gallagher Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes. #jira UE-40199 Change 3247515 on 2017/01/05 by Allan.Bentham Fix inverted planar reflections when mobileLDR Fixed incorrect gamma 2 planar reflection rendering when mobileLDR #jira UE-32868 Change 3247502 on 2017/01/05 by Dmitriy.Dyomin Fixed: Single digit frame rate when sculpting landscape foliage. #jira UE-39532 Change 3247232 on 2017/01/04 by Ben.Marsh Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers. #jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144 Change 3247002 on 2017/01/04 by Chris.Babcock Changed Vulkan hitchy pipeline log message verbosity #jira UE-38354 #ue4 #android #dontbackcopy Change 3246927 on 2017/01/04 by matt.barnes Updating QAGame content to facilitate UEQATC-2969 #jira UE-29618 Change 3246894 on 2017/01/04 by Mike.Beach Mirroring CL 3245322 from Dev-BP Fixed a crash when implementing a native interface in a BP #jira UE-40155, UE-40203 Change 3246830 on 2017/01/04 by Chris.Bunner Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #jira UE-39756 Change 3246816 on 2017/01/04 by Jon.Nabozny Fix Anim Notifies Tab not opening in Animation Editor. #JIRA UE-40134 Change 3246804 on 2017/01/04 by Ori.Cohen Touch engine file to trigger re-link. #JIRA UE-40156 Change 3246709 on 2017/01/04 by mason.seay Updated map #jira UE-29618 Change 3246606 on 2017/01/04 by Ori.Cohen Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. #JIRA UE-40156 Change 3246571 on 2017/01/04 by Marc.Audy Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #jira UE-39994 Change 3246527 on 2017/01/04 by tim.gautier QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback #jira UE-29618 Change 3246480 on 2017/01/04 by mason.seay Map update #jira UE-29618 Change 3246470 on 2017/01/04 by Ori.Cohen Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects #JIRA UE-00000 Change 3246413 on 2017/01/04 by Jon.Nabozny Cube asset did not have Tri Meshes. Reimported to fix the issue. -- Copied from 3233164 -- #jira UE-39657 Change 3246388 on 2017/01/04 by Jon.Nabozny Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior. -- Copied from 3239735 (bot health fixed by a different CL) -- #jira UE-39387 Change 3246352 on 2017/01/04 by Jon.Nabozny Fix FPredictProjectilePathParams to use a valid default value for TraceChannel. This requires the use of a new bool bTraceWithChannel which is enabled by default. -- Copied from 3239765 -- #JIRA UE-39726 Change 3246341 on 2017/01/04 by Ori.Cohen Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used. #JIRA UE-39508 Change 3246178 on 2017/01/04 by Andrew.Rodham Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards) - This is to reconcile the movie scene sequence player with previous behaviour #jira UE-40076 Change 3246102 on 2017/01/04 by Benn.Gallagher Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores. #jira UE-39811 Change 3246100 on 2017/01/04 by Benn.Gallagher Fixed ensure triggered when using root motion with sub instances Fixed crash reinstancing an active anim class that had subinstances #jira UE-39582 #jira UE-39579 Change 3246092 on 2017/01/04 by Marc.Audy PR #3082: Improve comment for UInputComponent (Contributed by Soleone) #jira UE-40098 Change 3246084 on 2017/01/04 by Matthew.Griffin Remove bad files Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text. #jira UE-39652 Change 3246043 on 2017/01/04 by Steve.Robb Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue. #jira UE-39872 Change 3246032 on 2017/01/04 by Martin.Wilson Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found) #jira UE-40105 Change 3246016 on 2017/01/04 by Andrew.Rodham Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus - This allows us to edit such properties on context menus #jira UE-39998 Change 3246005 on 2017/01/04 by Thomas.Sarkanen Fixed asset attachment issues in Skeleton Tree Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree. The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to. The attach parent name was not initialized, so assets could not be deleted one at a time. #jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree #jira UE-40041 - Preview assets appear at the bottom of the skeleton tree Change 3246002 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences #jira UE-39975 Change 3245979 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed scrubbing audio tracks not working propertly #jira UE-40048 Change 3245978 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction #jira UE-39998 Change 3245977 on 2017/01/04 by Andrew.Rodham Sequencer: Fixed crash caused by lingering persistent evaluation data #jira UE-40064 Change 3245971 on 2017/01/04 by Dmitriy.Dyomin Fixed: Using Set World Origin Location will cause the player pawn to stutter #jira UE-40022 Change 3245725 on 2017/01/03 by Matt.Barnes Further improvments on test assets for UEQATC-2963 #jira UE-29618 Change 3245658 on 2017/01/03 by Arciel.Rekman Linux: fix ARM32 build (UE-39913). #jira UE-39913 (Redoing CL 3240982 from Dev-Platform in Release-4.15) Change 3245577 on 2017/01/03 by Mason.Seay More vehicle updates #jira UE-29618 Change 3245556 on 2017/01/03 by Matt.Barnes Updating test content for UEQATC-2963 #jira UEQATC-2963 Change 3245461 on 2017/01/03 by mason.seay Updating Inertia Tensor Scale to improve Vehicle Handling #jira UE-40013 Change 3245442 on 2017/01/03 by Jeff.Fisher UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing. -There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway. #jira UEVR-495 #review-3245374 Change 3245427 on 2017/01/03 by Jeff.Fisher UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR -If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again. -This is useful for apps that have 2d and vr modes. #jira UEVR-456 #review-3245372 Change 3245329 on 2017/01/03 by mason.seay Level and vehicle tweaks #jira UE-29618 Change 3245275 on 2017/01/03 by Chris.Babcock Added EngineVersion to AndroidManfiest.xml metadata #jira UE-40123 #ue4 #android Change 3245235 on 2017/01/03 by Guillaume.Abadie Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3245183 on 2017/01/03 by Chris.Babcock Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist) #jira UE-40103 #PR #3085 #ue4 #android Change 3245120 on 2017/01/03 by mason.seay Missed some assets #jira UE-29618 Change 3245116 on 2017/01/03 by mason.seay Mass fucntional test #jira UE-29618 Change 3245049 on 2017/01/03 by Ben.Marsh PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist) Change 3244924 on 2017/01/03 by Ben.Zeigler #jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072 Change 3244831 on 2017/01/03 by Mitchell.Wilson Fixed hole in collision around level. #jira UE-39576 Change 3244817 on 2017/01/03 by Matthew.Griffin Change check for files being under engine directory to avoid problems with relative paths #jira UE-40096 Change 3244801 on 2017/01/03 by Andrew.Rodham Editor: Fixed color picker not working when opened from a details panel on a context menu - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu - Added the ability to find an open menu from a widget path to FSlateApplication #jira UE-39932 Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3244672 on 2017/01/03 by Ben.Marsh Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059. Change 3244668 on 2017/01/03 by Thomas.Sarkanen Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar Options were in the asset menu before. #jira UE-39643 - Missing "Reimport" option for animation assets Change 3244667 on 2017/01/03 by Thomas.Sarkanen Reduced default URO distances in-line with new LOD calculations New values should give (roughly) the same effect as the older values with the older system. #jira UE-39939 - URO LOD distance factors different with the new screen size metric Change 3244654 on 2017/01/03 by Matthew.Griffin Added functionality to specify Loading Phase for plugin templates Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it #jira UE-38826 Change 3244631 on 2017/01/03 by Dmitriy.Dyomin Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset #jira UE-37368 Change 3244548 on 2017/01/02 by Jack.Porter Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized #jira UE-39905 Change 3244389 on 2016/12/30 by Phillip.Kavan [UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself. Mirrored from //UE4/Dev-Blueprints (CL# 3244388). #jira UE-39816 Change 3244248 on 2016/12/29 by laz.matech Saved the new sublevel in the persistent level and set it to hidden by default #jira UE-29618 Change 3244213 on 2016/12/29 by laz.matech Added a sublevel to QA-Sequencer map #jira UE-29618 Change 3243857 on 2016/12/27 by samuel.proctor Altered Container asset to have proper console input #jira UE-29618 Change 3243852 on 2016/12/27 by Mason.Seay Forgot config file #jira UE-29618 Change 3243847 on 2016/12/27 by mason.seay Improved mobile input #jira UE-29618 Change 3243536 on 2016/12/24 by Phillip.Kavan [UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray). Mirrored from //UE4/Dev-Blueprints (CL# 3243210). #jira UE-39944 Change 3243535 on 2016/12/24 by Phillip.Kavan [UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded. Mirrored from //UE4/Dev-Blueprints (CL# 3243207). #jira UE-39816 Change 3243534 on 2016/12/24 by Phillip.Kavan [UE-39733] Fix incorrect graph pin value display names for user-defined enum types. Mirrored from //UE4/Dev-Blueprints (CL# 3239965). #jira UE-39733 Change 3243532 on 2016/12/24 by Phillip.Kavan [UE-39854] Fix nativized assets build error when there are no native code dependencies. Mirrored from //UE4/Dev-Blueprints (CL# 3239778). #jira UE-39854 Change 3243529 on 2016/12/24 by Phillip.Kavan [UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation. Mirrored from //UE4/Dev-Blueprints (CL# 3239289). #jira UE-38999 Change 3243442 on 2016/12/23 by mason.seay QAGame cleanup - Replacing copy pose from mesh test assets #jira UE-29618 Change 3243215 on 2016/12/22 by Dmitriy.Dyomin Fixed: Switching to ES2 feature level preview renders black in editor #jira UE-40009 Change 3243185 on 2016/12/22 by Ryan.Vance #jira UEVR-478 Integrating 3235308 Mono changes from DevVR. Change 3243183 on 2016/12/22 by Ryan.Vance #jira UEVR-455 Integrating 3243173 post present call back implementation from 4.14.1 Change 3243182 on 2016/12/22 by Ryan.Vance #jira UE-39269 Working around a nullptr deref in the Oculus runtime. Change 3243153 on 2016/12/22 by mason.seay WIP map update #jira UE-29618 Change 3243128 on 2016/12/22 by andrew.porter QAGame: Adding Actor Sequence test content for a crash. #jira UE-29618 Change 3243117 on 2016/12/22 by Jeff.Fisher UE-34004 GitHub 2659 : Implement support for OpenVR controller roles. -Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using. -We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand. -This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime. -This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that. #2659 #jira UE-34004 #review-3231154 Change 3243093 on 2016/12/22 by mason.seay Some tweaks to vehicle levels #jira UE-29618 Change 3243084 on 2016/12/22 by andrew.porter QAGame: Cleaned up Sequencer_OverrideBindings #jira UE-29618 Change 3243009 on 2016/12/22 by andrew.porter QAGame: Renaming actor in Sequencer_OverrideBindings. #jira UE-29618 Change 3243003 on 2016/12/22 by andrew.porter QAGame: Removing override bindings from level sequence #jira UE-29618 Change 3242996 on 2016/12/22 by andrew.porter QAGame: Slight tweak to QA-Sequencer. #jira UE-29618 Change 3242982 on 2016/12/22 by Marc.Audy Properly reenable stats sounds in both game and level editor #jira UE-40015 Change 3242959 on 2016/12/22 by mason.seay Test map for vehicles and moving meshes #jira UE-29618 Change 3242934 on 2016/12/22 by andrew.porter QAGame: Adding test content to QA-Sequencer for Override Bindings #jira UE-29618 Change 3242870 on 2016/12/22 by Mason.Seay QAGame footprint reduction: Clearing out content (were in for old bug reports) #jira UE-29618 Change 3242799 on 2016/12/22 by tim.gautier QAGame - Adding the following assets for Sequencer Event Track testing: -TM-Sequencer_EventTrack + BuildData -QA_LightStruct -Sequencer_EventTrack #jira UE-29618 Change 3242792 on 2016/12/22 by samuel.proctor Correcting Container test asset for proper output #jira UE-29618 Change 3242727 on 2016/12/22 by Dmitriy.Dyomin Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message #jira UE-40005 Change 3242666 on 2016/12/22 by Dmitriy.Dyomin Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails #jira UE-39534 Change 3242373 on 2016/12/21 by Ori.Cohen Allow vehicles to override inertia tensor after any mass properties have changed. #JIRA UE-39566 Change 3242323 on 2016/12/21 by Josh.Adams - Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it #jira UE-39966 Change 3242286 on 2016/12/21 by mason.seay Vehicle Assets and Maps #jira UE-29618 Change 3242284 on 2016/12/21 by Marc.Audy Fix "stat sounds" not working after PIE completes and a new one is begun #jira UE-32743 #jira UE-39511 Change 3242281 on 2016/12/21 by Ori.Cohen Fix multi select being very slow in phat #JIRA UE-39559 Change 3242229 on 2016/12/21 by Ben.Marsh Fixup workspace for building PhysX. Change 3242227 on 2016/12/21 by Marc.Audy Properly update listener position for stat sounds #jira UE-38850 Change 3242218 on 2016/12/21 by Ori.Cohen Fix physx html5 compilation APEX issue. #JIRA UE-39566 Change 3242174 on 2016/12/21 by Ori.Cohen Fix incorrect moment of inertia for convex elements with translation. #JIRA UE-39566 Change 3242145 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix for vehicle stability #JIRA UE-38710 Change 3242139 on 2016/12/21 by Ori.Cohen Port 4.14 hotfix: Fix crash when setting collision trace in construction script. #JIRA UE-39341 Change 3242088 on 2016/12/21 by Alexis.Matte Fix the drag and drop material on level instance to drop on the correct material slot Fix the serialization of the staticmesh property FMeshSectionInfoMap #jira UE-39952 Change 3242081 on 2016/12/21 by Andrew.Rodham Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid. #jira UE-39851 Change 3242079 on 2016/12/21 by Andrew.Rodham Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer #jira UE-39882 Change 3242078 on 2016/12/21 by Andrew.Rodham Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3242026 on 2016/12/21 by Josh.Adams - Fixed compile errors in tools after NVNRHI move #jira UE-39966 Change 3241994 on 2016/12/21 by andrew.porter QAGame: Disabled auto play on Sequencer_AnimNotify. #jira UE-29618 Change 3241989 on 2016/12/21 by Mitchell.Wilson Resolving CIS warnings in Content examples. Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended. #jira UE-39984 Change 3241986 on 2016/12/21 by mason.seay Vehicle Landscape Test map (mainly for crash investigation) #jira UE-29618 Change 3241914 on 2016/12/21 by Josh.Adams - Removed invalid and confusing .ini settings #jira UE-39982 Change 3241902 on 2016/12/21 by Josh.Adams - Moved NVNRHI stuff out of RHI.Build.cs #jira UE-39966 Change 3241889 on 2016/12/21 by andrew.porter QAGame: Added new level sequence to QA-Sequencer level #jira UE-29618 Change 3241884 on 2016/12/21 by Alexis.Matte Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor. #jira UE-39834 Change 3241869 on 2016/12/21 by andrew.porter QAGame: Adding test content for Sequencer Animation Notifies #jira UE-29618 Change 3241809 on 2016/12/21 by Chris.Wood Fix non-unity build errors in UnrealWatchdog. [UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040) #jira UE-39940 Change 3241806 on 2016/12/21 by Marc.Audy Don't unload and then reload streaming levels that are marked to be hidden. #jira UE-39883 Change 3241802 on 2016/12/21 by Marc.Audy Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object Do not allow Modify calls on Objects that have not been initialized #jira UE-39731 Change 3241790 on 2016/12/21 by Marc.Audy Don't rerun construction scripts when an actor has seamless traveled from another level #jira UE-39699 Change 3241789 on 2016/12/21 by Marc.Audy Check Owner has a valid world before trying to access Scene (4.14.2) #jira UE-39560 Change 3241786 on 2016/12/21 by Marc.Audy Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level #jira UE-39407 Change 3241781 on 2016/12/21 by Mitchell.Wilson Fixed up redirectors for SkeletalMesh and Personal Walkthroughs. #jira UE-30953 Change 3241747 on 2016/12/21 by mason.seay Tag Query test map and assets #jira UE-29618 Change 3240938 on 2016/12/20 by Ben.Marsh Remaking QFE fixes from 4.14 branch. Change 3240740 on 2016/12/20 by Ben.Marsh Update branch name for analytics. [CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
FIncludeHeaderHelper::EmitIncludeHeader(bIncludeCodeHelpersInHeader ? EmitterContext.Header : EmitterContext.Body, TEXT("GeneratedCodeHelpers"), true);
FIncludeHeaderHelper::EmitIncludeHeader(EmitterContext.Header, TEXT("Blueprint/BlueprintSupport"), true);
FBackendHelperUMG::AdditionalHeaderIncludeForWidget(EmitterContext);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2781504 on 2015/11/25 by Mike.Beach Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers. #jira UE-23371 #codereview Dan.OConnor Change 2781513 on 2015/11/25 by Michael.Schoell Find-in-Blueprints optimized gathering. Size of data has shrunk in the Asset Registry by up to one fifth the old size! Performance moderately improved. Load and save times of Blueprints increased, less redundant gathering of searchable data. #jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data Change 2781517 on 2015/11/25 by Michael.Schoell Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure. #jira UE-23136 - Remove Item Node Removes All Objects in an Array Change 2781804 on 2015/11/26 by Maciej.Mroz Changed ConformImplementedEvents. #jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking #codereview Phillip.Kavan, Mike.Beach Change 2781821 on 2015/11/26 by Ben.Cosh This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls. #UEBP-66 - Blueprint debug keymappings #UE-16817 - Add step-in, step-over, and run until here functions for breakpoints #UE-12481 - The F10 key doesn't work for stepping blueprint debugging #Branch UE4 #Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate reviewedby chris.wood Change 2781861 on 2015/11/26 by Maciej.Mroz UE-23626 Converted tower defense game - you cannot click to place towers CodeGenerator generates overriden exported names for events and functions. #codereview Dan.Oconnor, Steve.Robb Change 2782798 on 2015/11/30 by Maciej.Mroz BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter). #jira UE-23862 Pawns in TowerDefenseGame don't move in converted build #codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor Change 2782881 on 2015/11/30 by Michael.Schoell Fixed ensure when promoting function graphs from interfaces during interface removal. #jira UE-23717 - Ensure removing an implemented interface when transfering functions Change 2783041 on 2015/11/30 by Maciej.Mroz BP C++ conversion: All variables from Event Graph are listed as class properties. #jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window #codereview Mike.Beach, Dan.Oconnor Change 2783080 on 2015/11/30 by Michael.Schoell Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error. Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected. All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed. Duplicating graphs will correct names of objects in child Blueprints. Function overrides of interfaces expected as an event can be deleted. Duplicating graphs while in PIE is no longer possible. When removing an interface, the operation can now be canceled. #jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp Change 2783338 on 2015/11/30 by Michael.Schoell New output pins on function result nodes will properly fill out with valid default values. All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint. #jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function Change 2783742 on 2015/11/30 by Phillip.Kavan [UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load. change summary: - modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects Change 2784652 on 2015/12/01 by Ben.Cosh Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor. #UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip. #Branch UE4 #Proj Kismet #CodeReview Chris.Wood Change 2784834 on 2015/12/01 by Michael.Schoell Added functions to convert from string to: Vector, Vector2D, Rotator, Color. #jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama PR #1795
2015-12-16 17:17:43 -05:00
FBackendHelperAnim::AddHeaders(EmitterContext);
TSet<FString> AlreadyIncluded;
AlreadyIncluded.Add(CleanName);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
TSet<UField*> IncludeInBody = EmitterContext.Dependencies.IncludeInBody;
TSet<UField*> IncludeInHeader = EmitterContext.Dependencies.IncludeInHeader;
if (AdditionalFieldToIncludeInHeader)
{
IncludeInHeader.Add(AdditionalFieldToIncludeInHeader);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
FIncludeHeaderHelper::EmitInner(EmitterContext.Header, IncludeInHeader, bFullyIncludedDeclaration ? TSet<UField*>() : EmitterContext.Dependencies.DeclareInHeader, EmitterContext.NativizationOptions, AlreadyIncluded);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
if (bFullyIncludedDeclaration)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
FIncludeHeaderHelper::EmitInner(EmitterContext.Header, EmitterContext.Dependencies.DeclareInHeader, TSet<UField*>(), EmitterContext.NativizationOptions, AlreadyIncluded);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
else
{
IncludeInBody.Append(EmitterContext.Dependencies.DeclareInHeader);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
FIncludeHeaderHelper::EmitInner(EmitterContext.Body, IncludeInBody, TSet<UField*>(), EmitterContext.NativizationOptions, AlreadyIncluded);
if (bIncludeGeneratedH)
{
EmitterContext.Header.AddLine(FString::Printf(TEXT("#include \"%s.generated.h\""), *CleanName));
}
}
void FBlueprintCompilerCppBackendBase::CleanBackend()
{
StateMapPerFunction.Empty();
FunctionIndexMap.Empty();
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2842642 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: fixed dependency (headers) list builder Change 2842648 on 2016/01/25 by Maciej.Mroz AssetPtr has implicit constructor from StringReference Change 2842652 on 2016/01/25 by Maciej.Mroz Minor improvements in Orion headers. Necessary to compile the project with converted Blueprints Change 2842653 on 2016/01/25 by Maciej.Mroz Blueprint C++ Conversion: Split UberGraph into subfunctions Change 2843917 on 2016/01/26 by Michael.Schoell Replacing variable nodes with other variable nodes will now correctly mark the Blueprint as structurally modified. #jira UE-24925 - Using "Replace variable with..." does not mark a blueprint as needing compilation Change 2844300 on 2016/01/26 by Maciej.Mroz Blueprint C++ Conversion: improvements in constructor - UProperties for inaccessigle variables are reused - Arrays of structs use "StaticStruct()->InitializeStruct.." and diff-serialization. Change 2845536 on 2016/01/27 by Ben.Cosh Refactor of the Blueprint Profiler core to enable execution wire heatmaps. Still to do: - Sequence node handling - spotted as a bug last minute - Some functions still require a refactor, I'll pick this is up in next changes - Alternative statistic display widgets - enable blueprint breakpoints when profiling?! not sure we want this but adding for visibility Change 2845619 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_Event. Change 2845824 on 2016/01/27 by Michael.Schoell BP-Version bump to resolve TODO in K2Node_FunctionEntry. Change 2847390 on 2016/01/28 by Maciej.Mroz AssetPtr constructor from StringReference in explicit Change 2847894 on 2016/01/28 by Maciej.Mroz Blueprint C++ Conversion: Fixed pathologically included headers. Change 2848662 on 2016/01/29 by Ben.Cosh Fix for problems closing the blueprint editor introduced with CL 2845536 #UE-26153 - Unable to open the same blueprint after closing blueprint editor. #UE-26090 - Crash when closing the editor with the blueprint editor open Change 2848922 on 2016/01/29 by Maciej.Mroz Blueprint C++ Conversion: Removed unnecessary switch and StateStack in ubergraph subfunctions Change 2848934 on 2016/01/29 by Maciej.Mroz FEnumEditorUtils::EnsureAllDisplayNamesExist modifies UUserDefinedEnum::DisplayNames only when it's necessary It should fix the "Saving FText XXX which has been initialized from FString at cook time " warning Change 2849251 on 2016/01/29 by Michael.Schoell Fixed issues with the "Set Members..." node for structs not providing modified literals and other by-value data in the output connection. Reworked the compiler to handle terms with bPassedByReference in new ways. Variables will always mark their terms as bPassedByReference and the "Set Members..." node will leverage the value to know whether it needs to create a local output variable on the node or forward the reference. Break nodes will adapt their output terms to reflect the state of the input term, effectively forwarding the bPassedByReference state. #jira UE-24451 - "Set Members..." node does not return by-ref as expected when the input pin is connected to a literal (or otherwise truly by-value) pin. Change 2849263 on 2016/01/29 by Michael.Schoell Submit for missing file from CL# 2849251 Change 2849269 on 2016/01/29 by Michael.Schoell Improvements to localization support in SBlueprintPalette (items in the MyBlueprint window as well as the BP context menu when selecting nodes). Change 2849925 on 2016/01/29 by Mike.Beach Hanlding deferred loading placeholder-classes in UObjectPropertyBase::CheckValidObject (considering placeholder objects valid, when loading with deferring is enabled). Change 2850484 on 2016/01/31 by Maciej.Mroz Fixed crash when converting Widget Blueprint Change 2850485 on 2016/01/31 by Maciej.Mroz Blueprint C++ Conversion: KCST_UnconditionalGoto requires switch, when it's generated by UK2Node_ExecutionSequence Change 2850859 on 2016/02/01 by Ben.Cosh Fix for issue with debug instance filter causing an out of bounds access on the debug function stack array. #UE-25552 - Debugging specific instances of Fortnite's player pawn generic bp causes crashes #Proj UnrealEd Change 2850997 on 2016/02/01 by Maciej.Mroz Blueprint C++ Conversion: Fixed a lot of errors caused by cl#2842642 Change 2851965 on 2016/02/01 by Mike.Beach Preventing pin watches from saving/retaining old split pins that have since been deleted (recombine). #jira UE-26299 [CL 2865780 by Mike Beach in Main branch]
2016-02-12 17:00:45 -05:00
UberGraphContext = nullptr;
UberGraphStatementToExecutionGroup.Empty();
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
}