2019-12-26 15:32:37 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-04-23 19:29:53 -04:00
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#pragma once
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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
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Templates/SubclassOf.h"
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#include "Engine/EngineTypes.h"
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2014-06-25 05:47:19 -04:00
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#include "GameFramework/Pawn.h"
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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
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#include "FunctionalTest.h"
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2014-08-06 16:12:41 -04:00
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#include "GenericTeamAgentInterface.h"
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2021-02-03 14:57:28 -04:00
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2014-04-23 19:29:53 -04:00
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#include "FunctionalAITest.generated.h"
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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
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class AAIController;
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2014-06-06 06:27:44 -04:00
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class AFunctionalAITest;
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2014-04-23 19:29:53 -04:00
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FFunctionalTestAISpawned, AAIController*, Controller, APawn*, Pawn);
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2021-02-03 14:57:28 -04:00
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/**
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* FAITestSpawnInfoBase
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*
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* Base struct defining where & when to spawn. Used within a FAITestSpawnSetBase class.
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*/
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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
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USTRUCT(BlueprintType)
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2021-07-23 18:37:33 -04:00
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struct FUNCTIONALTESTING_API FAITestSpawnInfoBase
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2014-04-23 19:29:53 -04:00
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{
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2015-03-17 05:38:32 -04:00
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GENERATED_USTRUCT_BODY()
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2014-04-23 19:29:53 -04:00
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/** Where should AI be spawned */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
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2021-01-27 17:40:25 -04:00
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TObjectPtr<AActor> SpawnLocation;
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2014-04-23 19:29:53 -04:00
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn, meta=(UIMin=1, ClampMin=1))
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int32 NumberToSpawn;
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2014-06-06 06:27:44 -04:00
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/** delay between consecutive spawn attempts */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AISpawn, meta = (UIMin = 0, ClampMin = 0))
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float SpawnDelay;
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Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3016173 on 2016/06/16 by Lukasz.Furman
fixed path updates in nested move tasks
#jira FORT-25742
Change 3015722 on 2016/06/15 by Bob.Tellez
#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence
#JIRA OR-14102
Change 3015626 on 2016/06/15 by Bob.Tellez
#UE4 Experimental fix for hitches involving spinlocks in windows.
#JIRA FORT-25253
Change 3015473 on 2016/06/15 by Bob.Tellez
#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.
#JIRA FORT-25748
Change 3014721 on 2016/06/15 by Bob.Tellez
#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.
#JIRA FORT-25689
Change 3014323 on 2016/06/15 by Rob.Cannaday
When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
#jira FORT-25407
#tests front end parties, being kicked from outpost lobby
Change 3013712 on 2016/06/14 by Bob.Tellez
#UE4 Fix DrawNetDriverDebug crash during map transitions
Change 3013418 on 2016/06/14 by Mark.Satterthwaite
Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
#jira FORT-24510
Change 3013394 on 2016/06/14 by Mark.Satterthwaite
Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
#jira FORT-24808
Change 3012977 on 2016/06/14 by Fred.Kimberley
Add a blueprint exposed function to evaluate an attribute from a given base value.
Change 3012755 on 2016/06/14 by Bob.Tellez
#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe
#JIRA FORT-113
Change 3011948 on 2016/06/13 by Mark.Satterthwaite
Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.
Change 3011659 on 2016/06/13 by Bob.Tellez
#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.
Change 3011647 on 2016/06/13 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#tests multiple account login, frontend only
Change 3011436 on 2016/06/13 by Nick.Cooper
#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation
#jira FORT-23606
Change 3010411 on 2016/06/12 by Bob.Tellez
#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.
#jira FORT-113, FORT-22222
Change 3009885 on 2016/06/10 by Billy.Bramer
#jira FORT-25361
[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
- Fix some resultant bugs from swapping attributes to be struct-based:
- Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
- Fix issue where subsequent changes to the aggregator's base value on the client would be lost
Change 3009514 on 2016/06/10 by Bob.Tellez
#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.
Change 3009197 on 2016/06/10 by Michael.Trepka
Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway
Change 3008392 on 2016/06/09 by Ben.Zeigler
#jira FORT-25244
Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.
Change 3008106 on 2016/06/09 by Lukasz.Furman
fixed cutting corners near navmesh obstacles in detour crowd's string pulling
#jira FORT-24981
Change 3008039 on 2016/06/09 by Bob.Tellez
#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.
Change 3007864 on 2016/06/09 by Fred.Kimberley
Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.
Change 3007682 on 2016/06/09 by Michael.Trepka
Re-enabled reverb on Mac
Change 3006971 on 2016/06/08 by Saul.Abreu
#fortnite
#jira FORT-25169
Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.
Change 3006933 on 2016/06/08 by Chris.Gagnon
Fixed up all the Power levle widget use cases.
#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924
Change 3006633 on 2016/06/08 by Dmitry.Rekman
Linux: propagate ensure message to the CR (FORT-23030).
- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.
#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
#jira FORT-23030
Change 3006036 on 2016/06/08 by Rob.Cannaday
Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
#jira FORT-18687
Change 3005216 on 2016/06/07 by Bob.Tellez
#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.
Change 3004857 on 2016/06/07 by Rob.Cannaday
Fix for incorrect reason displayed for inability to join party
#jira FORT-13517
Change 3004811 on 2016/06/07 by Michael.Trepka
Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.
Change 3004553 on 2016/06/07 by Lukasz.Furman
fixed AnySpawners activating before navmesh unlock & rebuild
#jira FORT-25067
Change 3004083 on 2016/06/07 by Bob.Tellez
#UE4 Fixing GenerateApplicationPath for monolithic games.
Change 3003457 on 2016/06/06 by Bob.Tellez
#UE4 Add a little info to a warning about failing to load a file for streaming.
Change 3003256 on 2016/06/06 by Bob.Tellez
#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac
Change 3003146 on 2016/06/06 by jonathan.lindquist
switching from a ceil and lerp technique to an if statement to provide better transform results.
Change 3002048 on 2016/06/06 by Daniel.Broder
Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.
This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.
#RB Stephan.Delmer
#CodeReview Bob.Tellez
#UE4 #ReleaseNote
Change 3001315 on 2016/06/05 by Daniel.Broder
Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.
#RB Stephan.Delmer
Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).
#CodeReview Ori.Cohen
#UE4 #Fortnite #BugFix
Change 3001001 on 2016/06/04 by Fred.Kimberley
Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.
Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.
Change 3000613 on 2016/06/03 by Sam.Spiro
#fort online 24747
Take change from SamZ to get connection change delegates firing correctly
Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)
#RB Ben.Zeigler
Change 3000482 on 2016/06/03 by Rob.Cannaday
Fix problem where newly added friends don't recognize party invitations
#jira FORT-19415
From CL 2953432:
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
Change 2998044 on 2016/06/02 by Lukasz.Furman
fixed path box intersection test used to verify if hotspot is still required for updated path
#jira FORT-24422
Change 2997948 on 2016/06/02 by Eric.Newman
Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing
Change 2997660 on 2016/06/02 by Chris.Wood
Changed Linux server crash handler to force CRC log paths to match main engine log.
[UE-30259] - Some server crashes are missing from crashreporter database
Should allow us to have CRC logs uploaded to S3 along with main logs easily.
Change 2996702 on 2016/06/01 by Bob.Tellez
#UE4 You can now use Edit Asset on Level assets in the reference viewer.
Change 2996683 on 2016/06/01 by Tim.Tillotson
#fortnite
Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
#JIRA FORT-23833
Change 2996548 on 2016/06/01 by Bob.Tellez
#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.
Change 2996322 on 2016/06/01 by Bob.Tellez
#UE4 Fix for specifying more than one ini override on the command line
Change 2996306 on 2016/06/01 by Bob.Tellez
#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.
Change 2995634 on 2016/06/01 by Jonathan.Lindquist
imrpoving the wind magnitude and noise texture
Change 2995249 on 2016/05/31 by Bob.Tellez
#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.
Change 2992135 on 2016/05/26 by Bob.Tellez
#UE4 extern for GuardedMain in LaunchLinux to fix nonunity
Change 2991912 on 2016/05/26 by jonathan.lindquist
moved a texture sample into a new grouping
Change 2991738 on 2016/05/26 by Bob.Tellez
#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.
Change 2991449 on 2016/05/26 by Lukasz.Furman
AI Ftests will now delay spawning until navmesh is ready
#fortnite
Change 2990705 on 2016/05/25 by Chris.Gagnon
New stats panel, upon stat changes there is a delta pop up.
New Squads Tab.
Navigation from nodes to squad slots working.
Added GetAnimationCurrentTime() to UMG Animation API.
#RB Fred.Kimberley, Saul.Abreu
Change 2990286 on 2016/05/25 by Bob.Tellez
#UE4 Fix logging error regarding max tag container replication size
Change 2990285 on 2016/05/25 by Bob.Tellez
#UE4 Fix for crash when using "ShowDebug Game" client side
Change 2989977 on 2016/05/25 by Lukasz.Furman
auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
#fortnite
Change 2989174 on 2016/05/24 by Bob.Tellez
#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.
Change 2988571 on 2016/05/24 by Jonathan.Lindquist
submitting a fix for grass-like hierarchy layouts
Change 2985428 on 2016/05/20 by Bob.Tellez
Experimenting with making UGS CIS not rebuild UBT when incremental building.
Change 2985319 on 2016/05/20 by Bob.Tellez
#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.
Change 2985258 on 2016/05/20 by Billy.Bramer
- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute
Change 2985157 on 2016/05/20 by Bob.Tellez
Experimenting with non-unity CIS
Change 2984664 on 2016/05/19 by Bob.Tellez
#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.
Change 2984663 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.
Change 2984613 on 2016/05/19 by Bob.Tellez
#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.
Change 2984508 on 2016/05/19 by Billy.Bramer
- Add constructors for the new struct based attribute
Change 2983883 on 2016/05/19 by Lukasz.Furman
disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
#ue4
Change 2983770 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.
#JIRA FORT-24303
Change 2982306 on 2016/05/18 by Bob.Tellez
Also experimenting with not updating version files in UGS CIS.
Change 2982154 on 2016/05/18 by Lukasz.Furman
changed navwalking geometry conforming to use building prop special case
#jira FORT-24215
Change 2982019 on 2016/05/18 by Bob.Tellez
Trying out incremental CIS builds
Change 2981192 on 2016/05/17 by Bob.Tellez
#UE4 No longer staging movie files for dedicated server builds.
Change 2981023 on 2016/05/17 by Lukasz.Furman
added new mode for NavWalking geometry conforming: prefer height closer to current one
this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars
Change 2980578 on 2016/05/17 by Lukasz.Furman
added option for disabling path replan in crowd manager, turned it off in fortnite
this must be handled through path update events and corridor assignment or else hotspot detection will break
#jira FORT-24116
Change 2980364 on 2016/05/17 by Lukasz.Furman
unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
#jira FORT-24045
Change 2980360 on 2016/05/17 by Lukasz.Furman
more detailed logs for using custom navlinks
#jira FORT-23990
Change 2979880 on 2016/05/16 by Bob.Tellez
#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.
Change 2979522 on 2016/05/16 by Saul.Abreu
#fortnite
Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.
Change 2977690 on 2016/05/13 by Daniel.Broder
Made most FBox functions FORCEINLINE to improve DebugGame performance.
#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.
#CodeReview Bob.Tellez
#UE4 #ReleaseNotes
Change 2977517 on 2016/05/13 by Daniel.Broder
Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!
#CodeReview Bob.Tellez
#Fortnite Wind perf improvement in DebugGame builds.
#UE4 #ReleaseNote
Change 2974910 on 2016/05/11 by Bob.Tellez
#UE4 More graceful handling of export class names in string asset references.
Change 2974095 on 2016/05/11 by Bob.Tellez
#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.
Change 2973663 on 2016/05/11 by John.Abercrombie
[implemented by Ben.Marsh]
UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:
<BuildConfiguration>
<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
</BuildConfiguration>
Change 2972603 on 2016/05/10 by Saad.Nader
#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.
Change 2971741 on 2016/05/09 by Bob.Tellez
#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.
Change 2969838 on 2016/05/06 by Bob.Tellez
#Fortnite Added FN PS4 to build scripts
Change 2969542 on 2016/05/06 by Bob.Tellez
#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.
#JIRA FORT-23754
Change 2969520 on 2016/05/06 by Billy.Bramer
- Fix missing virtual destructor now that the initter struct has virtual members
Change 2969467 on 2016/05/06 by Billy.Bramer
- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
- Fix typos in the initter
- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
- Allow attribute init data to come from several curve tables instead of just one
- Remove reimport bindings from attribute metadata and global curve table, as neither was in use
Change 2969279 on 2016/05/06 by John.Abercrombie
Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused
Change 2966311 on 2016/05/04 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
(From //Orion/Dev-General CL 2963555)
Change 2966255 on 2016/05/04 by Bob.Tellez
#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.
#JIRA FORT-23604
Change 2966083 on 2016/05/04 by Bob.Tellez
#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.
Change 2965669 on 2016/05/04 by Nicholas.Davies
Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
#RB Antony.Carter
Change 2965316 on 2016/05/03 by Ben.Zeigler
#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
Manual merge of CL #2907874:
When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
The fix is to add the request to the list when it is cancelled if we did not find it.
Change 2965164 on 2016/05/03 by Bob.Tellez
#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!
Change 2963754 on 2016/05/02 by Billy.Bramer
- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)
Change 2962922 on 2016/05/02 by Lukasz.Furman
fixed gameplay debugger in "simulate in editor" mode
Change 2959860 on 2016/04/28 by David.Nikdel
#OGF #McpProfile
- Add Profile Write Lock support to client API
NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
#CodeReview: Ben.Zeigler
Change 2959810 on 2016/04/28 by Jonathan.Lindquist
A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)
Change 2959336 on 2016/04/28 by Bob.Tellez
#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)
Change 2958942 on 2016/04/28 by Jonathan.Lindquist
Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes
Change 2958644 on 2016/04/27 by Jonathan.Lindquist
lowering default recursive steps
Change 2956612 on 2016/04/26 by Jonathan.Lindquist
A few new saftey measures
Change 2956197 on 2016/04/26 by Fred.Kimberley
Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.
Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.
Change 2955386 on 2016/04/25 by Jonathan.Lindquist
Fixed a ui bug related to the first time path geo generator is run
Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.
Change 2955230 on 2016/04/25 by Billy.Bramer
- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes
Change 2954899 on 2016/04/25 by Fred.Kimberley
Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.
Change 2953511 on 2016/04/22 by Bob.Tellez
#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.
Change 2953496 on 2016/04/22 by Chris.Gagnon
When the console closes it now properly restores the viewports input state (both focus and capture).
Change 2952930 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
#jira FORT-23041
Change 2951765 on 2016/04/21 by John.Abercrombie
Removed unused code when initializing attribute sets
Change 2951617 on 2016/04/21 by Jonathan.Lindquist
new elements to the grass shader to include wind influence
also adding a test model
and the latest version of canopy creator
Change 2950861 on 2016/04/21 by Jonathan.Lindquist
Submitting a new material for grass so that it may react to the wind
New wind test maps
Functions to support global wind
a new "fuzzy" mat functions
Adding wind to the rift portals
Change 2950725 on 2016/04/20 by Bob.Tellez
Fixups for non NewEC in GetLastSucceededCL
Change 2950695 on 2016/04/20 by Bob.Tellez
Adding a small helper function to get the last succeeded CL of a given node.
Change 2950616 on 2016/04/20 by Maury.Mountain
hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots
Change 2950207 on 2016/04/20 by Bob.Tellez
#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.
Change 2950162 on 2016/04/20 by Lukasz.Furman
fixed processing of repath requests, added infinite loop protection
#jira FORT-23090
Change 2949974 on 2016/04/20 by Lukasz.Furman
another batch of fixes for hotspot tasks getting out of sync:
abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed
Change 2949923 on 2016/04/20 by Rob.Cannaday
FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
#tests PIE start game / shutdown
Change 2949210 on 2016/04/19 by Bob.Tellez
#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.
#JIRA FORT-23024
Change 2947381 on 2016/04/18 by Rob.Cannaday
Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
#jira FORT-22861
#tests front end partying
Change 2945301 on 2016/04/15 by Michael.Trepka
Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind
Change 2944422 on 2016/04/14 by Michael.Trepka
Fixed Mono compile errors in UAT
Change 2944375 on 2016/04/14 by Fred.Kimberley
Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.
Change 2944040 on 2016/04/14 by Michael.Trepka
Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick
Change 2943864 on 2016/04/14 by Lukasz.Furman
fixed initialization order of gameplay debugger replicators on client
#jira FORT-22885
Change 2943228 on 2016/04/13 by Bob.Tellez
#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.
Change 2942303 on 2016/04/13 by Daniel.Broder
Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.
#RB Bob.Tellez
#UE4
Change 2941919 on 2016/04/13 by Jonathan.Lindquist
Adding a new maxscript that allows artists to procedurally generate trees.
Change 2941816 on 2016/04/13 by Saul.Abreu
Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.
Change 2941752 on 2016/04/12 by jonathan.lindquist
adding a new function to optimize trees and fix a few issues
Change 2941519 on 2016/04/12 by Jonathan.Lindquist
submitting a new warning regarding file unit types
Change 2940980 on 2016/04/12 by John.Abercrombie
Turned Graphs off by default in the Visual Logger
Change 2940134 on 2016/04/11 by Billy.Bramer
- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
- Change row struct combo box on the data table importer to be sorted alphabetically
Change 2938828 on 2016/04/08 by David.Hunt
#FN || Economy Rebuild
Updating several code references to items and item paths that no longer exist, with Bob's help.
This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.
#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello
Change 2938675 on 2016/04/08 by Lukasz.Furman
fixed gameplay debugger displaying paths of killed pawns
#fortnite
Change 2938426 on 2016/04/08 by Rob.Cannaday
Implement new command line party invitation format into Fortnite
#jira FORT-22685
#tests launch with command line party invite
Integrate CLs 2908339 and 2917498 from Orion
Change 2938367 on 2016/04/08 by Billy.Bramer
- Mark the reimport data table factory with UNREALED_API for external use
- Change CSVImportFactory to respect the class of existing data being reimported upon
Change 2937319 on 2016/04/07 by Lukasz.Furman
improved gameplay task info in gameplay debugger tool
Change 2937178 on 2016/04/07 by Lukasz.Furman
fixed aborting undermine tasks when player becomes reachable
#jira FORT-22240, FORT-22077
Change 2937166 on 2016/04/07 by Saul.Abreu
Fixed redundant typename in TPair that was causing clang compilation errors.
Change 2937093 on 2016/04/07 by Saul.Abreu
#fortnite
Made ElementSetType protected again in the Map family.
Change 2937044 on 2016/04/07 by Saul.Abreu
Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.
Change 2936940 on 2016/04/07 by Bob.Tellez
#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.
Change 2936696 on 2016/04/07 by Bob.Tellez
#UE4 Blueprint names are once again part of Blueprint compile log messages.
Change 2936572 on 2016/04/07 by Lukasz.Furman
added more debug logs for tracking rare NaN error in player movement
#jira FORT-19426
Change 2934892 on 2016/04/06 by Lukasz.Furman
fixed updating hotspot information after all tasks instigated by it are finished
#jira FORT-22515
Change 2933664 on 2016/04/05 by Michael.Trepka
Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished
Change 2933554 on 2016/04/05 by Lukasz.Furman
fixed taker's portal move (priorities of gameplay tasks spawned by path following)
#jira FORT-22482
Change 2933343 on 2016/04/05 by John.Abercrombie
Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
- AnimInstance can be used through an accessor
Change 2933300 on 2016/04/05 by Lukasz.Furman
fixed number of spawned AI in FTests using PreSpawnDelay
#fortnite
Change 2933171 on 2016/04/05 by Lukasz.Furman
added PreSpawnDelay param to function test spawn sets
#fortnite
Change 2931072 on 2016/04/01 by Lukasz.Furman
changed pawn actions to gameplay tasks
#jira FORT-21314
Change 2930987 on 2016/04/01 by Billy.Bramer
- Add method to data table to get all rows as a type
- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"
Change 2929651 on 2016/03/31 by Nick.Cooper
#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress
#jira FORT-21330
#RB ben.zeigler
Change 2929360 on 2016/03/31 by Daniel.Broder
Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.
Thanks to Bob for what I needed to check to early-out and avoid the crash.
#RB Bob.Tellez
#UE4
Change 2928845 on 2016/03/31 by Nicholas.Davies
Add fix for chat text not clearing
#jira FORT-22049 Textbox does not clear when text is sent through chat
Change 2928574 on 2016/03/30 by Ben.Zeigler
Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect
Change 2928572 on 2016/03/30 by Ben.Zeigler
#Jira FORT-20763
Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load
Change 2928436 on 2016/03/30 by Bob.Tellez
#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.
Change 2928372 on 2016/03/30 by Bob.Tellez
#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.
Change 2926805 on 2016/03/29 by Bob.Tellez
#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.
Change 2926752 on 2016/03/29 by Bob.Tellez
#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.
Change 2926189 on 2016/03/29 by Rob.Cannaday
Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
#jira FORT-18947
#jira OR-17695
#tests golden path
Change 2924921 on 2016/03/28 by Lukasz.Furman
removed log message showing as navmesh generation error when it skips over degenerated poly
#fortnite
Change 2924843 on 2016/03/28 by Lukasz.Furman
added more debug logs for navmesh's failed triangulate()
#jira FORT-22186
Change 2924719 on 2016/03/28 by Lukasz.Furman
fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
#jira FORT-22132
Change 2921698 on 2016/03/24 by Lukasz.Furman
fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
#fortnite
Change 2920395 on 2016/03/23 by Bob.Tellez
#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.
Change 2920343 on 2016/03/23 by Ben.Zeigler
In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
#RB josh.markiewicz
Change 2920310 on 2016/03/23 by Bob.Tellez
#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init
Change 2920254 on 2016/03/23 by Aaron.McLeran
FORT-22090 Re-disabling reverb.
Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037
Change 2920249 on 2016/03/23 by Rob.Cannaday
Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
Don't trigger "member left" type events if we are leaving the party
#jira FORT-20422
#jira FORT-21726
Change 2920178 on 2016/03/23 by Bob.Tellez
#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.
Change 2919858 on 2016/03/23 by Bob.Tellez
#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.
Change 2919775 on 2016/03/23 by Bob.Tellez
#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.
Change 2919233 on 2016/03/22 by Bob.Tellez
#UE4 Removing a warning that is pretty chatty in our cooked logs.
Change 2919125 on 2016/03/22 by Bob.Tellez
#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.
Change 2918831 on 2016/03/22 by Bob.Tellez
#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.
#JIRA FORT-22054
Change 2917722 on 2016/03/21 by Ben.Zeigler
Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
Resave assets that directly referenced FortniteServer
Change 2917588 on 2016/03/21 by Bob.Tellez
#UE4 Fixed shadow variable that I introduced
Change 2914169 on 2016/03/17 by Ben.Zeigler
Disable extra logging that was added to track down Auth issues, they look to be resolved
Change 2912626 on 2016/03/16 by Bob.Tellez
#UE4 Success messages should not be warnings.
Change 2911171 on 2016/03/15 by Bob.Tellez
#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading
Change 2911170 on 2016/03/15 by Billy.Bramer
#jira [FORT-6139]
Trap models persist after destroying supporting structure in Outpost
- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs
Change 2911009 on 2016/03/15 by Bob.Tellez
#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.
#JIRA FORT-21605
Change 2910295 on 2016/03/15 by Bob.Tellez
#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.
Change 2909324 on 2016/03/14 by Bob.Tellez
#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.
Change 2905920 on 2016/03/11 by Lukasz.Furman
fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
#fortnite
Change 2905612 on 2016/03/11 by Bob.Tellez
#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.
[CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
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/** delay before attempting first spawn */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AISpawn, meta = (UIMin = 0, ClampMin = 0))
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float PreSpawnDelay;
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2014-06-06 06:27:44 -04:00
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/** Gets filled owning spawn set upon game start */
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FName SpawnSetName;
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2021-02-03 14:57:28 -04:00
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FAITestSpawnInfoBase()
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: SpawnLocation(nullptr)
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2018-05-23 21:04:31 -04:00
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, NumberToSpawn(1)
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, SpawnDelay(0.0f)
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, PreSpawnDelay(0.0f)
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2014-04-23 19:29:53 -04:00
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{}
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2021-02-03 14:57:28 -04:00
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virtual ~FAITestSpawnInfoBase() = default;
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2014-06-06 06:27:44 -04:00
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2021-02-03 14:57:28 -04:00
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virtual bool IsValid() const { return SpawnLocation != NULL; }
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virtual bool Spawn(AFunctionalAITestBase* AITest) const PURE_VIRTUAL(, return false;);
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2014-06-06 06:27:44 -04:00
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};
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2021-02-18 18:13:28 -04:00
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template<>
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struct TStructOpsTypeTraits<FAITestSpawnInfoBase> : public TStructOpsTypeTraitsBase2<FAITestSpawnInfoBase>
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{
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enum
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{
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WithPureVirtual = true,
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};
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};
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2021-02-03 14:57:28 -04:00
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/**
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* FAITestSpawnInfo
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*
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* Generic AI Test Spawn Info used in FAITestSpawnSet within a generic AFunctionalAITest test.
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*/
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USTRUCT(BlueprintType)
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2021-07-23 18:37:33 -04:00
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struct FUNCTIONALTESTING_API FAITestSpawnInfo : public FAITestSpawnInfoBase
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2014-06-06 06:27:44 -04:00
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{
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2021-02-03 14:57:28 -04:00
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GENERATED_BODY()
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/** Determines AI to be spawned */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
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TSubclassOf<class APawn> PawnClass;
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/** class to override default pawn's controller class. If None the default will be used*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
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TSubclassOf<class AAIController> ControllerClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
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FGenericTeamId TeamID;
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/** if set will be applied to spawned AI */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
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TObjectPtr<class UBehaviorTree> BehaviorTree;
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FAITestSpawnInfo()
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: BehaviorTree(nullptr)
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{}
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FORCEINLINE virtual bool IsValid() const override { return PawnClass != NULL && FAITestSpawnInfoBase::IsValid(); }
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virtual bool Spawn(AFunctionalAITestBase* AITest) const override;
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};
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/**
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* FPendingDelayedSpawn
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*
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* Struct defining a pending spawn request within a AFunctionalAITestBase.
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*/
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USTRUCT(BlueprintType)
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struct FPendingDelayedSpawn
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{
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GENERATED_BODY()
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2014-06-06 06:27:44 -04:00
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uint32 NumberToSpawnLeft;
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float TimeToNextSpawn;
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bool bFinished;
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2021-02-03 14:57:28 -04:00
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/** Index to spawn in the SpawnSets */
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uint32 SpawnSetIndex;
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2014-06-06 06:27:44 -04:00
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2021-02-03 14:57:28 -04:00
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/** Index to spawn in the SpawnInfoContainer's spawnset */
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uint32 SpawnInfoIndex;
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FPendingDelayedSpawn()
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: NumberToSpawnLeft(uint32(-1))
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, TimeToNextSpawn(FLT_MAX)
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, bFinished(true)
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, SpawnSetIndex(uint32(-1))
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, SpawnInfoIndex(uint32(-1))
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{}
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FPendingDelayedSpawn(const uint32 InSpawnSetIndex, const uint32 InSpawnInfoIndex, const int32 InNumberToSpawnLeft, const float InTimeToNextSpawn)
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: NumberToSpawnLeft(InNumberToSpawnLeft)
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, TimeToNextSpawn(InTimeToNextSpawn)
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, bFinished(false)
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, SpawnSetIndex(InSpawnSetIndex)
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, SpawnInfoIndex(InSpawnInfoIndex)
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{
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}
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void Tick(float TimeDelta, AFunctionalAITestBase* AITest);
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2014-04-23 19:29:53 -04:00
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};
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2021-02-03 14:57:28 -04:00
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/**
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* FAITestSpawnSetBase
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*
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* Base struct defining an AI Test Spawn Set that are used in AFunctionalAITestBase tests.
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*/
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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
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USTRUCT(BlueprintType)
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struct FAITestSpawnSetBase
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{
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GENERATED_BODY()
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/** give the set a name to help identify it if need be */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
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FName Name;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=AISpawn)
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uint32 bEnabled:1;
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/** location used for spawning if spawn info doesn't define one */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AISpawn)
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TObjectPtr<AActor> FallbackSpawnLocation;
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FAITestSpawnSetBase()
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: bEnabled(true)
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, FallbackSpawnLocation(nullptr)
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{}
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virtual ~FAITestSpawnSetBase() = default;
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/** Return the FAITestSpawnInfoBase at this index of the SpawnInfoContainer array. Const-correct version. */
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virtual const FAITestSpawnInfoBase* GetSpawnInfo(const int32 SpawnInfoIndex) const PURE_VIRTUAL(, return nullptr;);
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/** Return the FAITestSpawnInfoBase at this index of the SpawnInfoContainer array. */
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virtual FAITestSpawnInfoBase* GetSpawnInfo(const int32 SpawnInfoIndex) PURE_VIRTUAL(, return nullptr;);
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/** Return whether the index is valid in the SpawnInfoContainer array. */
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virtual bool IsValidSpawnInfoIndex(const int32 Index) const PURE_VIRTUAL(, return false;);
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/** Pure virtual method to iterate through the spawn info container and execute Predicate on each in a const-correct way. */
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virtual void ForEachSpawnInfo(TFunctionRef<void(const FAITestSpawnInfoBase&)> Predicate) const PURE_VIRTUAL(, );
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/** Pure virtual method to iterate through the spawn info container and execute Predicate on each. */
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virtual void ForEachSpawnInfo(TFunctionRef<void(FAITestSpawnInfoBase&)> Predicate) PURE_VIRTUAL(,);
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};
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template<>
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struct TStructOpsTypeTraits<FAITestSpawnSetBase> : public TStructOpsTypeTraitsBase2<FAITestSpawnSetBase>
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{
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enum
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{
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WithPureVirtual = true,
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};
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};
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/**
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* FAITestSpawnSet
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*
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* Generic AI Test Spawn Set that is used in regular AFunctionalAITest tests.
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*/
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USTRUCT(BlueprintType)
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struct FAITestSpawnSet : public FAITestSpawnSetBase
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{
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GENERATED_BODY()
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FAITestSpawnSet() {}
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/** To iterate through the spawn info container and execute Predicate on each in a const-correct way. */
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virtual void ForEachSpawnInfo(TFunctionRef<void(const FAITestSpawnInfoBase&)> Predicate) const override;
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/** To iterate through the spawn info container and execute Predicate on each. */
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virtual void ForEachSpawnInfo(TFunctionRef<void(FAITestSpawnInfoBase&)> Predicate) override;
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/** Return the FAITestSpawnInfoBase at this index of the SpawnInfoContainer array. Const-correct version. */
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virtual const FAITestSpawnInfoBase* GetSpawnInfo(const int32 SpawnInfoIndex) const override;
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/** Return the FAITestSpawnInfoBase at this index of the SpawnInfoContainer array. */
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virtual FAITestSpawnInfoBase* GetSpawnInfo(const int32 SpawnInfoIndex) override;
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/** Return whether the index is valid in the SpawnInfoContainer array. */
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virtual bool IsValidSpawnInfoIndex(const int32 Index) const override;
|
2014-04-23 19:29:53 -04:00
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2014-06-17 08:31:02 -04:00
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protected:
|
2021-02-03 14:57:28 -04:00
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/** what to spawn */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AISpawn)
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TArray<FAITestSpawnInfo> SpawnInfoContainer;
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};
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2014-04-23 19:29:53 -04:00
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2021-02-03 14:57:28 -04:00
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/**
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* AFunctionalAITestBase
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*
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* Base abstract class defining a Functional AI Test.
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* You can derive from this base class to create a test with a different type of SpawnSets.
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*/
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UCLASS(Abstract, BlueprintType)
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2021-07-23 18:37:33 -04:00
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class FUNCTIONALTESTING_API AFunctionalAITestBase : public AFunctionalTest
|
2021-02-03 14:57:28 -04:00
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{
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GENERATED_BODY()
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public:
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AFunctionalAITestBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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/** Iterate through the list of spawn sets and execute Predicate on each in a const-correct way. */
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virtual void ForEachSpawnSet(TFunctionRef<void(const FAITestSpawnSetBase&)> Predicate) const PURE_VIRTUAL(, );
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/** Iterate through the list of spawn sets and execute Predicate on each. */
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virtual void ForEachSpawnSet(TFunctionRef<void(FAITestSpawnSetBase&)> Predicate) PURE_VIRTUAL(, );
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/** Iterate through the list of spawn sets and remove the spawn set if Predicate returns true. */
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virtual void RemoveSpawnSetIfPredicate(TFunctionRef<bool(FAITestSpawnSetBase&)> Predicate) PURE_VIRTUAL(, );
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/** Return the SpawnSet at this index of the SpawnSets array. Const-correct version. */
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virtual const FAITestSpawnSetBase* GetSpawnSet(const int32 SpawnSetIndex) const PURE_VIRTUAL(, return nullptr;);
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/** Return the SpawnSet at this index of the SpawnSets array. */
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virtual FAITestSpawnSetBase* GetSpawnSet(const int32 SpawnSetIndex) PURE_VIRTUAL(,return nullptr;);
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/** Return the SpawnInfo at SpawnInfoIndexof the SpawnSet at SpawnSetIndex. Const-correct version. */
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const FAITestSpawnInfoBase* GetSpawnInfo(const int32 SpawnSetIndex, const int32 SpawnInfoIndex) const;
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/** Return the SpawnInfo at SpawnInfoIndexof the SpawnSet at SpawnSetIndex. */
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FAITestSpawnInfoBase* GetSpawnInfo(const int32 SpawnSetIndex, const int32 SpawnInfoIndex);
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/** Return whether the index is valid in the SpawnSets array. */
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virtual bool IsValidSpawnSetIndex(const int32 Index) const PURE_VIRTUAL(, return false;);
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/**
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|
* Spawn this AI at this SpawnInfoIndex of the SpawnSetIndex spawn set.
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|
*
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|
* @param SpawnSetIndex The index of the spawn set in the SpawnSets array
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* @param SpawnInfoIndex The index of the spawn info in the spawn set
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|
*
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|
* @return True if spawn was successful.
|
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|
*/
|
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|
bool Spawn(const int32 SpawnSetIndex, const int32 SpawnInfoIndex);
|
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protected:
|
2014-11-03 15:47:28 -05:00
|
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|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = AITest, meta = (UIMin = "0.0"))
|
|
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|
|
float SpawnLocationRandomizationRange;
|
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|
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|
2014-04-23 19:29:53 -04:00
|
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|
UPROPERTY(BlueprintReadOnly, Category=AITest)
|
2021-01-27 17:40:25 -04:00
|
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|
TArray<TObjectPtr<APawn>> SpawnedPawns;
|
2014-04-23 19:29:53 -04:00
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|
2014-06-06 06:27:44 -04:00
|
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|
UPROPERTY(BlueprintReadOnly, Category = AITest)
|
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|
TArray<FPendingDelayedSpawn> PendingDelayedSpawns;
|
|
|
|
|
|
2018-02-22 11:25:06 -05:00
|
|
|
UPROPERTY(BlueprintReadOnly, Category = AITest)
|
2014-04-23 19:29:53 -04:00
|
|
|
int32 CurrentSpawnSetIndex;
|
2018-02-22 11:25:06 -05:00
|
|
|
|
|
|
|
|
UPROPERTY(BlueprintReadOnly, Category = AITest)
|
2014-04-23 19:29:53 -04:00
|
|
|
FString CurrentSpawnSetName;
|
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|
|
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|
/** Called when a single AI finished spawning */
|
|
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|
|
UPROPERTY(BlueprintAssignable)
|
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|
FFunctionalTestAISpawned OnAISpawned;
|
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|
/** Called when a all AI finished spawning */
|
|
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|
|
UPROPERTY(BlueprintAssignable)
|
|
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|
|
FFunctionalTestEventSignature OnAllAISPawned;
|
2014-06-17 08:31:02 -04:00
|
|
|
|
2017-06-21 17:09:40 -04:00
|
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|
/** navmesh debug: log navoctree modifiers around this point */
|
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|
UPROPERTY(EditAnywhere, Category = NavMeshDebug, meta = (MakeEditWidget = ""))
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|
FVector NavMeshDebugOrigin;
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/** navmesh debug: extent around NavMeshDebugOrigin */
|
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|
UPROPERTY(EditAnywhere, Category = NavMeshDebug)
|
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|
|
|
FVector NavMeshDebugExtent;
|
|
|
|
|
|
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3016173 on 2016/06/16 by Lukasz.Furman
fixed path updates in nested move tasks
#jira FORT-25742
Change 3015722 on 2016/06/15 by Bob.Tellez
#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence
#JIRA OR-14102
Change 3015626 on 2016/06/15 by Bob.Tellez
#UE4 Experimental fix for hitches involving spinlocks in windows.
#JIRA FORT-25253
Change 3015473 on 2016/06/15 by Bob.Tellez
#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.
#JIRA FORT-25748
Change 3014721 on 2016/06/15 by Bob.Tellez
#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.
#JIRA FORT-25689
Change 3014323 on 2016/06/15 by Rob.Cannaday
When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
#jira FORT-25407
#tests front end parties, being kicked from outpost lobby
Change 3013712 on 2016/06/14 by Bob.Tellez
#UE4 Fix DrawNetDriverDebug crash during map transitions
Change 3013418 on 2016/06/14 by Mark.Satterthwaite
Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
#jira FORT-24510
Change 3013394 on 2016/06/14 by Mark.Satterthwaite
Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
#jira FORT-24808
Change 3012977 on 2016/06/14 by Fred.Kimberley
Add a blueprint exposed function to evaluate an attribute from a given base value.
Change 3012755 on 2016/06/14 by Bob.Tellez
#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe
#JIRA FORT-113
Change 3011948 on 2016/06/13 by Mark.Satterthwaite
Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.
Change 3011659 on 2016/06/13 by Bob.Tellez
#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.
Change 3011647 on 2016/06/13 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#tests multiple account login, frontend only
Change 3011436 on 2016/06/13 by Nick.Cooper
#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation
#jira FORT-23606
Change 3010411 on 2016/06/12 by Bob.Tellez
#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.
#jira FORT-113, FORT-22222
Change 3009885 on 2016/06/10 by Billy.Bramer
#jira FORT-25361
[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
- Fix some resultant bugs from swapping attributes to be struct-based:
- Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
- Fix issue where subsequent changes to the aggregator's base value on the client would be lost
Change 3009514 on 2016/06/10 by Bob.Tellez
#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.
Change 3009197 on 2016/06/10 by Michael.Trepka
Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway
Change 3008392 on 2016/06/09 by Ben.Zeigler
#jira FORT-25244
Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.
Change 3008106 on 2016/06/09 by Lukasz.Furman
fixed cutting corners near navmesh obstacles in detour crowd's string pulling
#jira FORT-24981
Change 3008039 on 2016/06/09 by Bob.Tellez
#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.
Change 3007864 on 2016/06/09 by Fred.Kimberley
Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.
Change 3007682 on 2016/06/09 by Michael.Trepka
Re-enabled reverb on Mac
Change 3006971 on 2016/06/08 by Saul.Abreu
#fortnite
#jira FORT-25169
Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.
Change 3006933 on 2016/06/08 by Chris.Gagnon
Fixed up all the Power levle widget use cases.
#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924
Change 3006633 on 2016/06/08 by Dmitry.Rekman
Linux: propagate ensure message to the CR (FORT-23030).
- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.
#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
#jira FORT-23030
Change 3006036 on 2016/06/08 by Rob.Cannaday
Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
#jira FORT-18687
Change 3005216 on 2016/06/07 by Bob.Tellez
#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.
Change 3004857 on 2016/06/07 by Rob.Cannaday
Fix for incorrect reason displayed for inability to join party
#jira FORT-13517
Change 3004811 on 2016/06/07 by Michael.Trepka
Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.
Change 3004553 on 2016/06/07 by Lukasz.Furman
fixed AnySpawners activating before navmesh unlock & rebuild
#jira FORT-25067
Change 3004083 on 2016/06/07 by Bob.Tellez
#UE4 Fixing GenerateApplicationPath for monolithic games.
Change 3003457 on 2016/06/06 by Bob.Tellez
#UE4 Add a little info to a warning about failing to load a file for streaming.
Change 3003256 on 2016/06/06 by Bob.Tellez
#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac
Change 3003146 on 2016/06/06 by jonathan.lindquist
switching from a ceil and lerp technique to an if statement to provide better transform results.
Change 3002048 on 2016/06/06 by Daniel.Broder
Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.
This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.
#RB Stephan.Delmer
#CodeReview Bob.Tellez
#UE4 #ReleaseNote
Change 3001315 on 2016/06/05 by Daniel.Broder
Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.
#RB Stephan.Delmer
Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).
#CodeReview Ori.Cohen
#UE4 #Fortnite #BugFix
Change 3001001 on 2016/06/04 by Fred.Kimberley
Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.
Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.
Change 3000613 on 2016/06/03 by Sam.Spiro
#fort online 24747
Take change from SamZ to get connection change delegates firing correctly
Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)
#RB Ben.Zeigler
Change 3000482 on 2016/06/03 by Rob.Cannaday
Fix problem where newly added friends don't recognize party invitations
#jira FORT-19415
From CL 2953432:
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
Change 2998044 on 2016/06/02 by Lukasz.Furman
fixed path box intersection test used to verify if hotspot is still required for updated path
#jira FORT-24422
Change 2997948 on 2016/06/02 by Eric.Newman
Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing
Change 2997660 on 2016/06/02 by Chris.Wood
Changed Linux server crash handler to force CRC log paths to match main engine log.
[UE-30259] - Some server crashes are missing from crashreporter database
Should allow us to have CRC logs uploaded to S3 along with main logs easily.
Change 2996702 on 2016/06/01 by Bob.Tellez
#UE4 You can now use Edit Asset on Level assets in the reference viewer.
Change 2996683 on 2016/06/01 by Tim.Tillotson
#fortnite
Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
#JIRA FORT-23833
Change 2996548 on 2016/06/01 by Bob.Tellez
#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.
Change 2996322 on 2016/06/01 by Bob.Tellez
#UE4 Fix for specifying more than one ini override on the command line
Change 2996306 on 2016/06/01 by Bob.Tellez
#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.
Change 2995634 on 2016/06/01 by Jonathan.Lindquist
imrpoving the wind magnitude and noise texture
Change 2995249 on 2016/05/31 by Bob.Tellez
#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.
Change 2992135 on 2016/05/26 by Bob.Tellez
#UE4 extern for GuardedMain in LaunchLinux to fix nonunity
Change 2991912 on 2016/05/26 by jonathan.lindquist
moved a texture sample into a new grouping
Change 2991738 on 2016/05/26 by Bob.Tellez
#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.
Change 2991449 on 2016/05/26 by Lukasz.Furman
AI Ftests will now delay spawning until navmesh is ready
#fortnite
Change 2990705 on 2016/05/25 by Chris.Gagnon
New stats panel, upon stat changes there is a delta pop up.
New Squads Tab.
Navigation from nodes to squad slots working.
Added GetAnimationCurrentTime() to UMG Animation API.
#RB Fred.Kimberley, Saul.Abreu
Change 2990286 on 2016/05/25 by Bob.Tellez
#UE4 Fix logging error regarding max tag container replication size
Change 2990285 on 2016/05/25 by Bob.Tellez
#UE4 Fix for crash when using "ShowDebug Game" client side
Change 2989977 on 2016/05/25 by Lukasz.Furman
auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
#fortnite
Change 2989174 on 2016/05/24 by Bob.Tellez
#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.
Change 2988571 on 2016/05/24 by Jonathan.Lindquist
submitting a fix for grass-like hierarchy layouts
Change 2985428 on 2016/05/20 by Bob.Tellez
Experimenting with making UGS CIS not rebuild UBT when incremental building.
Change 2985319 on 2016/05/20 by Bob.Tellez
#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.
Change 2985258 on 2016/05/20 by Billy.Bramer
- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute
Change 2985157 on 2016/05/20 by Bob.Tellez
Experimenting with non-unity CIS
Change 2984664 on 2016/05/19 by Bob.Tellez
#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.
Change 2984663 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.
Change 2984613 on 2016/05/19 by Bob.Tellez
#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.
Change 2984508 on 2016/05/19 by Billy.Bramer
- Add constructors for the new struct based attribute
Change 2983883 on 2016/05/19 by Lukasz.Furman
disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
#ue4
Change 2983770 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.
#JIRA FORT-24303
Change 2982306 on 2016/05/18 by Bob.Tellez
Also experimenting with not updating version files in UGS CIS.
Change 2982154 on 2016/05/18 by Lukasz.Furman
changed navwalking geometry conforming to use building prop special case
#jira FORT-24215
Change 2982019 on 2016/05/18 by Bob.Tellez
Trying out incremental CIS builds
Change 2981192 on 2016/05/17 by Bob.Tellez
#UE4 No longer staging movie files for dedicated server builds.
Change 2981023 on 2016/05/17 by Lukasz.Furman
added new mode for NavWalking geometry conforming: prefer height closer to current one
this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars
Change 2980578 on 2016/05/17 by Lukasz.Furman
added option for disabling path replan in crowd manager, turned it off in fortnite
this must be handled through path update events and corridor assignment or else hotspot detection will break
#jira FORT-24116
Change 2980364 on 2016/05/17 by Lukasz.Furman
unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
#jira FORT-24045
Change 2980360 on 2016/05/17 by Lukasz.Furman
more detailed logs for using custom navlinks
#jira FORT-23990
Change 2979880 on 2016/05/16 by Bob.Tellez
#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.
Change 2979522 on 2016/05/16 by Saul.Abreu
#fortnite
Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.
Change 2977690 on 2016/05/13 by Daniel.Broder
Made most FBox functions FORCEINLINE to improve DebugGame performance.
#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.
#CodeReview Bob.Tellez
#UE4 #ReleaseNotes
Change 2977517 on 2016/05/13 by Daniel.Broder
Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!
#CodeReview Bob.Tellez
#Fortnite Wind perf improvement in DebugGame builds.
#UE4 #ReleaseNote
Change 2974910 on 2016/05/11 by Bob.Tellez
#UE4 More graceful handling of export class names in string asset references.
Change 2974095 on 2016/05/11 by Bob.Tellez
#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.
Change 2973663 on 2016/05/11 by John.Abercrombie
[implemented by Ben.Marsh]
UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:
<BuildConfiguration>
<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
</BuildConfiguration>
Change 2972603 on 2016/05/10 by Saad.Nader
#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.
Change 2971741 on 2016/05/09 by Bob.Tellez
#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.
Change 2969838 on 2016/05/06 by Bob.Tellez
#Fortnite Added FN PS4 to build scripts
Change 2969542 on 2016/05/06 by Bob.Tellez
#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.
#JIRA FORT-23754
Change 2969520 on 2016/05/06 by Billy.Bramer
- Fix missing virtual destructor now that the initter struct has virtual members
Change 2969467 on 2016/05/06 by Billy.Bramer
- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
- Fix typos in the initter
- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
- Allow attribute init data to come from several curve tables instead of just one
- Remove reimport bindings from attribute metadata and global curve table, as neither was in use
Change 2969279 on 2016/05/06 by John.Abercrombie
Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused
Change 2966311 on 2016/05/04 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
(From //Orion/Dev-General CL 2963555)
Change 2966255 on 2016/05/04 by Bob.Tellez
#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.
#JIRA FORT-23604
Change 2966083 on 2016/05/04 by Bob.Tellez
#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.
Change 2965669 on 2016/05/04 by Nicholas.Davies
Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
#RB Antony.Carter
Change 2965316 on 2016/05/03 by Ben.Zeigler
#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
Manual merge of CL #2907874:
When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
The fix is to add the request to the list when it is cancelled if we did not find it.
Change 2965164 on 2016/05/03 by Bob.Tellez
#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!
Change 2963754 on 2016/05/02 by Billy.Bramer
- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)
Change 2962922 on 2016/05/02 by Lukasz.Furman
fixed gameplay debugger in "simulate in editor" mode
Change 2959860 on 2016/04/28 by David.Nikdel
#OGF #McpProfile
- Add Profile Write Lock support to client API
NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
#CodeReview: Ben.Zeigler
Change 2959810 on 2016/04/28 by Jonathan.Lindquist
A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)
Change 2959336 on 2016/04/28 by Bob.Tellez
#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)
Change 2958942 on 2016/04/28 by Jonathan.Lindquist
Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes
Change 2958644 on 2016/04/27 by Jonathan.Lindquist
lowering default recursive steps
Change 2956612 on 2016/04/26 by Jonathan.Lindquist
A few new saftey measures
Change 2956197 on 2016/04/26 by Fred.Kimberley
Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.
Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.
Change 2955386 on 2016/04/25 by Jonathan.Lindquist
Fixed a ui bug related to the first time path geo generator is run
Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.
Change 2955230 on 2016/04/25 by Billy.Bramer
- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes
Change 2954899 on 2016/04/25 by Fred.Kimberley
Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.
Change 2953511 on 2016/04/22 by Bob.Tellez
#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.
Change 2953496 on 2016/04/22 by Chris.Gagnon
When the console closes it now properly restores the viewports input state (both focus and capture).
Change 2952930 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
#jira FORT-23041
Change 2951765 on 2016/04/21 by John.Abercrombie
Removed unused code when initializing attribute sets
Change 2951617 on 2016/04/21 by Jonathan.Lindquist
new elements to the grass shader to include wind influence
also adding a test model
and the latest version of canopy creator
Change 2950861 on 2016/04/21 by Jonathan.Lindquist
Submitting a new material for grass so that it may react to the wind
New wind test maps
Functions to support global wind
a new "fuzzy" mat functions
Adding wind to the rift portals
Change 2950725 on 2016/04/20 by Bob.Tellez
Fixups for non NewEC in GetLastSucceededCL
Change 2950695 on 2016/04/20 by Bob.Tellez
Adding a small helper function to get the last succeeded CL of a given node.
Change 2950616 on 2016/04/20 by Maury.Mountain
hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots
Change 2950207 on 2016/04/20 by Bob.Tellez
#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.
Change 2950162 on 2016/04/20 by Lukasz.Furman
fixed processing of repath requests, added infinite loop protection
#jira FORT-23090
Change 2949974 on 2016/04/20 by Lukasz.Furman
another batch of fixes for hotspot tasks getting out of sync:
abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed
Change 2949923 on 2016/04/20 by Rob.Cannaday
FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
#tests PIE start game / shutdown
Change 2949210 on 2016/04/19 by Bob.Tellez
#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.
#JIRA FORT-23024
Change 2947381 on 2016/04/18 by Rob.Cannaday
Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
#jira FORT-22861
#tests front end partying
Change 2945301 on 2016/04/15 by Michael.Trepka
Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind
Change 2944422 on 2016/04/14 by Michael.Trepka
Fixed Mono compile errors in UAT
Change 2944375 on 2016/04/14 by Fred.Kimberley
Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.
Change 2944040 on 2016/04/14 by Michael.Trepka
Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick
Change 2943864 on 2016/04/14 by Lukasz.Furman
fixed initialization order of gameplay debugger replicators on client
#jira FORT-22885
Change 2943228 on 2016/04/13 by Bob.Tellez
#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.
Change 2942303 on 2016/04/13 by Daniel.Broder
Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.
#RB Bob.Tellez
#UE4
Change 2941919 on 2016/04/13 by Jonathan.Lindquist
Adding a new maxscript that allows artists to procedurally generate trees.
Change 2941816 on 2016/04/13 by Saul.Abreu
Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.
Change 2941752 on 2016/04/12 by jonathan.lindquist
adding a new function to optimize trees and fix a few issues
Change 2941519 on 2016/04/12 by Jonathan.Lindquist
submitting a new warning regarding file unit types
Change 2940980 on 2016/04/12 by John.Abercrombie
Turned Graphs off by default in the Visual Logger
Change 2940134 on 2016/04/11 by Billy.Bramer
- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
- Change row struct combo box on the data table importer to be sorted alphabetically
Change 2938828 on 2016/04/08 by David.Hunt
#FN || Economy Rebuild
Updating several code references to items and item paths that no longer exist, with Bob's help.
This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.
#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello
Change 2938675 on 2016/04/08 by Lukasz.Furman
fixed gameplay debugger displaying paths of killed pawns
#fortnite
Change 2938426 on 2016/04/08 by Rob.Cannaday
Implement new command line party invitation format into Fortnite
#jira FORT-22685
#tests launch with command line party invite
Integrate CLs 2908339 and 2917498 from Orion
Change 2938367 on 2016/04/08 by Billy.Bramer
- Mark the reimport data table factory with UNREALED_API for external use
- Change CSVImportFactory to respect the class of existing data being reimported upon
Change 2937319 on 2016/04/07 by Lukasz.Furman
improved gameplay task info in gameplay debugger tool
Change 2937178 on 2016/04/07 by Lukasz.Furman
fixed aborting undermine tasks when player becomes reachable
#jira FORT-22240, FORT-22077
Change 2937166 on 2016/04/07 by Saul.Abreu
Fixed redundant typename in TPair that was causing clang compilation errors.
Change 2937093 on 2016/04/07 by Saul.Abreu
#fortnite
Made ElementSetType protected again in the Map family.
Change 2937044 on 2016/04/07 by Saul.Abreu
Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.
Change 2936940 on 2016/04/07 by Bob.Tellez
#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.
Change 2936696 on 2016/04/07 by Bob.Tellez
#UE4 Blueprint names are once again part of Blueprint compile log messages.
Change 2936572 on 2016/04/07 by Lukasz.Furman
added more debug logs for tracking rare NaN error in player movement
#jira FORT-19426
Change 2934892 on 2016/04/06 by Lukasz.Furman
fixed updating hotspot information after all tasks instigated by it are finished
#jira FORT-22515
Change 2933664 on 2016/04/05 by Michael.Trepka
Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished
Change 2933554 on 2016/04/05 by Lukasz.Furman
fixed taker's portal move (priorities of gameplay tasks spawned by path following)
#jira FORT-22482
Change 2933343 on 2016/04/05 by John.Abercrombie
Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
- AnimInstance can be used through an accessor
Change 2933300 on 2016/04/05 by Lukasz.Furman
fixed number of spawned AI in FTests using PreSpawnDelay
#fortnite
Change 2933171 on 2016/04/05 by Lukasz.Furman
added PreSpawnDelay param to function test spawn sets
#fortnite
Change 2931072 on 2016/04/01 by Lukasz.Furman
changed pawn actions to gameplay tasks
#jira FORT-21314
Change 2930987 on 2016/04/01 by Billy.Bramer
- Add method to data table to get all rows as a type
- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"
Change 2929651 on 2016/03/31 by Nick.Cooper
#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress
#jira FORT-21330
#RB ben.zeigler
Change 2929360 on 2016/03/31 by Daniel.Broder
Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.
Thanks to Bob for what I needed to check to early-out and avoid the crash.
#RB Bob.Tellez
#UE4
Change 2928845 on 2016/03/31 by Nicholas.Davies
Add fix for chat text not clearing
#jira FORT-22049 Textbox does not clear when text is sent through chat
Change 2928574 on 2016/03/30 by Ben.Zeigler
Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect
Change 2928572 on 2016/03/30 by Ben.Zeigler
#Jira FORT-20763
Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load
Change 2928436 on 2016/03/30 by Bob.Tellez
#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.
Change 2928372 on 2016/03/30 by Bob.Tellez
#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.
Change 2926805 on 2016/03/29 by Bob.Tellez
#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.
Change 2926752 on 2016/03/29 by Bob.Tellez
#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.
Change 2926189 on 2016/03/29 by Rob.Cannaday
Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
#jira FORT-18947
#jira OR-17695
#tests golden path
Change 2924921 on 2016/03/28 by Lukasz.Furman
removed log message showing as navmesh generation error when it skips over degenerated poly
#fortnite
Change 2924843 on 2016/03/28 by Lukasz.Furman
added more debug logs for navmesh's failed triangulate()
#jira FORT-22186
Change 2924719 on 2016/03/28 by Lukasz.Furman
fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
#jira FORT-22132
Change 2921698 on 2016/03/24 by Lukasz.Furman
fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
#fortnite
Change 2920395 on 2016/03/23 by Bob.Tellez
#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.
Change 2920343 on 2016/03/23 by Ben.Zeigler
In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
#RB josh.markiewicz
Change 2920310 on 2016/03/23 by Bob.Tellez
#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init
Change 2920254 on 2016/03/23 by Aaron.McLeran
FORT-22090 Re-disabling reverb.
Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037
Change 2920249 on 2016/03/23 by Rob.Cannaday
Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
Don't trigger "member left" type events if we are leaving the party
#jira FORT-20422
#jira FORT-21726
Change 2920178 on 2016/03/23 by Bob.Tellez
#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.
Change 2919858 on 2016/03/23 by Bob.Tellez
#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.
Change 2919775 on 2016/03/23 by Bob.Tellez
#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.
Change 2919233 on 2016/03/22 by Bob.Tellez
#UE4 Removing a warning that is pretty chatty in our cooked logs.
Change 2919125 on 2016/03/22 by Bob.Tellez
#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.
Change 2918831 on 2016/03/22 by Bob.Tellez
#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.
#JIRA FORT-22054
Change 2917722 on 2016/03/21 by Ben.Zeigler
Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
Resave assets that directly referenced FortniteServer
Change 2917588 on 2016/03/21 by Bob.Tellez
#UE4 Fixed shadow variable that I introduced
Change 2914169 on 2016/03/17 by Ben.Zeigler
Disable extra logging that was added to track down Auth issues, they look to be resolved
Change 2912626 on 2016/03/16 by Bob.Tellez
#UE4 Success messages should not be warnings.
Change 2911171 on 2016/03/15 by Bob.Tellez
#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading
Change 2911170 on 2016/03/15 by Billy.Bramer
#jira [FORT-6139]
Trap models persist after destroying supporting structure in Outpost
- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs
Change 2911009 on 2016/03/15 by Bob.Tellez
#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.
#JIRA FORT-21605
Change 2910295 on 2016/03/15 by Bob.Tellez
#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.
Change 2909324 on 2016/03/14 by Bob.Tellez
#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.
Change 2905920 on 2016/03/11 by Lukasz.Furman
fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
#fortnite
Change 2905612 on 2016/03/11 by Bob.Tellez
#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.
[CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
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/** if set, ftest will postpone start until navmesh is fully generated */
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2017-06-21 17:09:40 -04:00
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = AITest)
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Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3016173 on 2016/06/16 by Lukasz.Furman
fixed path updates in nested move tasks
#jira FORT-25742
Change 3015722 on 2016/06/15 by Bob.Tellez
#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence
#JIRA OR-14102
Change 3015626 on 2016/06/15 by Bob.Tellez
#UE4 Experimental fix for hitches involving spinlocks in windows.
#JIRA FORT-25253
Change 3015473 on 2016/06/15 by Bob.Tellez
#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.
#JIRA FORT-25748
Change 3014721 on 2016/06/15 by Bob.Tellez
#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.
#JIRA FORT-25689
Change 3014323 on 2016/06/15 by Rob.Cannaday
When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
#jira FORT-25407
#tests front end parties, being kicked from outpost lobby
Change 3013712 on 2016/06/14 by Bob.Tellez
#UE4 Fix DrawNetDriverDebug crash during map transitions
Change 3013418 on 2016/06/14 by Mark.Satterthwaite
Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
#jira FORT-24510
Change 3013394 on 2016/06/14 by Mark.Satterthwaite
Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
#jira FORT-24808
Change 3012977 on 2016/06/14 by Fred.Kimberley
Add a blueprint exposed function to evaluate an attribute from a given base value.
Change 3012755 on 2016/06/14 by Bob.Tellez
#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe
#JIRA FORT-113
Change 3011948 on 2016/06/13 by Mark.Satterthwaite
Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.
Change 3011659 on 2016/06/13 by Bob.Tellez
#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.
Change 3011647 on 2016/06/13 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#tests multiple account login, frontend only
Change 3011436 on 2016/06/13 by Nick.Cooper
#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation
#jira FORT-23606
Change 3010411 on 2016/06/12 by Bob.Tellez
#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.
#jira FORT-113, FORT-22222
Change 3009885 on 2016/06/10 by Billy.Bramer
#jira FORT-25361
[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
- Fix some resultant bugs from swapping attributes to be struct-based:
- Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
- Fix issue where subsequent changes to the aggregator's base value on the client would be lost
Change 3009514 on 2016/06/10 by Bob.Tellez
#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.
Change 3009197 on 2016/06/10 by Michael.Trepka
Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway
Change 3008392 on 2016/06/09 by Ben.Zeigler
#jira FORT-25244
Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.
Change 3008106 on 2016/06/09 by Lukasz.Furman
fixed cutting corners near navmesh obstacles in detour crowd's string pulling
#jira FORT-24981
Change 3008039 on 2016/06/09 by Bob.Tellez
#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.
Change 3007864 on 2016/06/09 by Fred.Kimberley
Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.
Change 3007682 on 2016/06/09 by Michael.Trepka
Re-enabled reverb on Mac
Change 3006971 on 2016/06/08 by Saul.Abreu
#fortnite
#jira FORT-25169
Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.
Change 3006933 on 2016/06/08 by Chris.Gagnon
Fixed up all the Power levle widget use cases.
#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924
Change 3006633 on 2016/06/08 by Dmitry.Rekman
Linux: propagate ensure message to the CR (FORT-23030).
- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.
#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
#jira FORT-23030
Change 3006036 on 2016/06/08 by Rob.Cannaday
Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
#jira FORT-18687
Change 3005216 on 2016/06/07 by Bob.Tellez
#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.
Change 3004857 on 2016/06/07 by Rob.Cannaday
Fix for incorrect reason displayed for inability to join party
#jira FORT-13517
Change 3004811 on 2016/06/07 by Michael.Trepka
Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.
Change 3004553 on 2016/06/07 by Lukasz.Furman
fixed AnySpawners activating before navmesh unlock & rebuild
#jira FORT-25067
Change 3004083 on 2016/06/07 by Bob.Tellez
#UE4 Fixing GenerateApplicationPath for monolithic games.
Change 3003457 on 2016/06/06 by Bob.Tellez
#UE4 Add a little info to a warning about failing to load a file for streaming.
Change 3003256 on 2016/06/06 by Bob.Tellez
#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac
Change 3003146 on 2016/06/06 by jonathan.lindquist
switching from a ceil and lerp technique to an if statement to provide better transform results.
Change 3002048 on 2016/06/06 by Daniel.Broder
Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.
This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.
#RB Stephan.Delmer
#CodeReview Bob.Tellez
#UE4 #ReleaseNote
Change 3001315 on 2016/06/05 by Daniel.Broder
Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.
#RB Stephan.Delmer
Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).
#CodeReview Ori.Cohen
#UE4 #Fortnite #BugFix
Change 3001001 on 2016/06/04 by Fred.Kimberley
Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.
Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.
Change 3000613 on 2016/06/03 by Sam.Spiro
#fort online 24747
Take change from SamZ to get connection change delegates firing correctly
Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)
#RB Ben.Zeigler
Change 3000482 on 2016/06/03 by Rob.Cannaday
Fix problem where newly added friends don't recognize party invitations
#jira FORT-19415
From CL 2953432:
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
Change 2998044 on 2016/06/02 by Lukasz.Furman
fixed path box intersection test used to verify if hotspot is still required for updated path
#jira FORT-24422
Change 2997948 on 2016/06/02 by Eric.Newman
Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing
Change 2997660 on 2016/06/02 by Chris.Wood
Changed Linux server crash handler to force CRC log paths to match main engine log.
[UE-30259] - Some server crashes are missing from crashreporter database
Should allow us to have CRC logs uploaded to S3 along with main logs easily.
Change 2996702 on 2016/06/01 by Bob.Tellez
#UE4 You can now use Edit Asset on Level assets in the reference viewer.
Change 2996683 on 2016/06/01 by Tim.Tillotson
#fortnite
Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
#JIRA FORT-23833
Change 2996548 on 2016/06/01 by Bob.Tellez
#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.
Change 2996322 on 2016/06/01 by Bob.Tellez
#UE4 Fix for specifying more than one ini override on the command line
Change 2996306 on 2016/06/01 by Bob.Tellez
#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.
Change 2995634 on 2016/06/01 by Jonathan.Lindquist
imrpoving the wind magnitude and noise texture
Change 2995249 on 2016/05/31 by Bob.Tellez
#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.
Change 2992135 on 2016/05/26 by Bob.Tellez
#UE4 extern for GuardedMain in LaunchLinux to fix nonunity
Change 2991912 on 2016/05/26 by jonathan.lindquist
moved a texture sample into a new grouping
Change 2991738 on 2016/05/26 by Bob.Tellez
#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.
Change 2991449 on 2016/05/26 by Lukasz.Furman
AI Ftests will now delay spawning until navmesh is ready
#fortnite
Change 2990705 on 2016/05/25 by Chris.Gagnon
New stats panel, upon stat changes there is a delta pop up.
New Squads Tab.
Navigation from nodes to squad slots working.
Added GetAnimationCurrentTime() to UMG Animation API.
#RB Fred.Kimberley, Saul.Abreu
Change 2990286 on 2016/05/25 by Bob.Tellez
#UE4 Fix logging error regarding max tag container replication size
Change 2990285 on 2016/05/25 by Bob.Tellez
#UE4 Fix for crash when using "ShowDebug Game" client side
Change 2989977 on 2016/05/25 by Lukasz.Furman
auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
#fortnite
Change 2989174 on 2016/05/24 by Bob.Tellez
#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.
Change 2988571 on 2016/05/24 by Jonathan.Lindquist
submitting a fix for grass-like hierarchy layouts
Change 2985428 on 2016/05/20 by Bob.Tellez
Experimenting with making UGS CIS not rebuild UBT when incremental building.
Change 2985319 on 2016/05/20 by Bob.Tellez
#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.
Change 2985258 on 2016/05/20 by Billy.Bramer
- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute
Change 2985157 on 2016/05/20 by Bob.Tellez
Experimenting with non-unity CIS
Change 2984664 on 2016/05/19 by Bob.Tellez
#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.
Change 2984663 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.
Change 2984613 on 2016/05/19 by Bob.Tellez
#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.
Change 2984508 on 2016/05/19 by Billy.Bramer
- Add constructors for the new struct based attribute
Change 2983883 on 2016/05/19 by Lukasz.Furman
disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
#ue4
Change 2983770 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.
#JIRA FORT-24303
Change 2982306 on 2016/05/18 by Bob.Tellez
Also experimenting with not updating version files in UGS CIS.
Change 2982154 on 2016/05/18 by Lukasz.Furman
changed navwalking geometry conforming to use building prop special case
#jira FORT-24215
Change 2982019 on 2016/05/18 by Bob.Tellez
Trying out incremental CIS builds
Change 2981192 on 2016/05/17 by Bob.Tellez
#UE4 No longer staging movie files for dedicated server builds.
Change 2981023 on 2016/05/17 by Lukasz.Furman
added new mode for NavWalking geometry conforming: prefer height closer to current one
this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars
Change 2980578 on 2016/05/17 by Lukasz.Furman
added option for disabling path replan in crowd manager, turned it off in fortnite
this must be handled through path update events and corridor assignment or else hotspot detection will break
#jira FORT-24116
Change 2980364 on 2016/05/17 by Lukasz.Furman
unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
#jira FORT-24045
Change 2980360 on 2016/05/17 by Lukasz.Furman
more detailed logs for using custom navlinks
#jira FORT-23990
Change 2979880 on 2016/05/16 by Bob.Tellez
#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.
Change 2979522 on 2016/05/16 by Saul.Abreu
#fortnite
Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.
Change 2977690 on 2016/05/13 by Daniel.Broder
Made most FBox functions FORCEINLINE to improve DebugGame performance.
#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.
#CodeReview Bob.Tellez
#UE4 #ReleaseNotes
Change 2977517 on 2016/05/13 by Daniel.Broder
Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!
#CodeReview Bob.Tellez
#Fortnite Wind perf improvement in DebugGame builds.
#UE4 #ReleaseNote
Change 2974910 on 2016/05/11 by Bob.Tellez
#UE4 More graceful handling of export class names in string asset references.
Change 2974095 on 2016/05/11 by Bob.Tellez
#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.
Change 2973663 on 2016/05/11 by John.Abercrombie
[implemented by Ben.Marsh]
UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:
<BuildConfiguration>
<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
</BuildConfiguration>
Change 2972603 on 2016/05/10 by Saad.Nader
#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.
Change 2971741 on 2016/05/09 by Bob.Tellez
#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.
Change 2969838 on 2016/05/06 by Bob.Tellez
#Fortnite Added FN PS4 to build scripts
Change 2969542 on 2016/05/06 by Bob.Tellez
#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.
#JIRA FORT-23754
Change 2969520 on 2016/05/06 by Billy.Bramer
- Fix missing virtual destructor now that the initter struct has virtual members
Change 2969467 on 2016/05/06 by Billy.Bramer
- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
- Fix typos in the initter
- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
- Allow attribute init data to come from several curve tables instead of just one
- Remove reimport bindings from attribute metadata and global curve table, as neither was in use
Change 2969279 on 2016/05/06 by John.Abercrombie
Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused
Change 2966311 on 2016/05/04 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
(From //Orion/Dev-General CL 2963555)
Change 2966255 on 2016/05/04 by Bob.Tellez
#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.
#JIRA FORT-23604
Change 2966083 on 2016/05/04 by Bob.Tellez
#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.
Change 2965669 on 2016/05/04 by Nicholas.Davies
Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
#RB Antony.Carter
Change 2965316 on 2016/05/03 by Ben.Zeigler
#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
Manual merge of CL #2907874:
When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
The fix is to add the request to the list when it is cancelled if we did not find it.
Change 2965164 on 2016/05/03 by Bob.Tellez
#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!
Change 2963754 on 2016/05/02 by Billy.Bramer
- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)
Change 2962922 on 2016/05/02 by Lukasz.Furman
fixed gameplay debugger in "simulate in editor" mode
Change 2959860 on 2016/04/28 by David.Nikdel
#OGF #McpProfile
- Add Profile Write Lock support to client API
NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
#CodeReview: Ben.Zeigler
Change 2959810 on 2016/04/28 by Jonathan.Lindquist
A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)
Change 2959336 on 2016/04/28 by Bob.Tellez
#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)
Change 2958942 on 2016/04/28 by Jonathan.Lindquist
Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes
Change 2958644 on 2016/04/27 by Jonathan.Lindquist
lowering default recursive steps
Change 2956612 on 2016/04/26 by Jonathan.Lindquist
A few new saftey measures
Change 2956197 on 2016/04/26 by Fred.Kimberley
Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.
Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.
Change 2955386 on 2016/04/25 by Jonathan.Lindquist
Fixed a ui bug related to the first time path geo generator is run
Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.
Change 2955230 on 2016/04/25 by Billy.Bramer
- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes
Change 2954899 on 2016/04/25 by Fred.Kimberley
Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.
Change 2953511 on 2016/04/22 by Bob.Tellez
#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.
Change 2953496 on 2016/04/22 by Chris.Gagnon
When the console closes it now properly restores the viewports input state (both focus and capture).
Change 2952930 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
#jira FORT-23041
Change 2951765 on 2016/04/21 by John.Abercrombie
Removed unused code when initializing attribute sets
Change 2951617 on 2016/04/21 by Jonathan.Lindquist
new elements to the grass shader to include wind influence
also adding a test model
and the latest version of canopy creator
Change 2950861 on 2016/04/21 by Jonathan.Lindquist
Submitting a new material for grass so that it may react to the wind
New wind test maps
Functions to support global wind
a new "fuzzy" mat functions
Adding wind to the rift portals
Change 2950725 on 2016/04/20 by Bob.Tellez
Fixups for non NewEC in GetLastSucceededCL
Change 2950695 on 2016/04/20 by Bob.Tellez
Adding a small helper function to get the last succeeded CL of a given node.
Change 2950616 on 2016/04/20 by Maury.Mountain
hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots
Change 2950207 on 2016/04/20 by Bob.Tellez
#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.
Change 2950162 on 2016/04/20 by Lukasz.Furman
fixed processing of repath requests, added infinite loop protection
#jira FORT-23090
Change 2949974 on 2016/04/20 by Lukasz.Furman
another batch of fixes for hotspot tasks getting out of sync:
abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed
Change 2949923 on 2016/04/20 by Rob.Cannaday
FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
#tests PIE start game / shutdown
Change 2949210 on 2016/04/19 by Bob.Tellez
#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.
#JIRA FORT-23024
Change 2947381 on 2016/04/18 by Rob.Cannaday
Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
#jira FORT-22861
#tests front end partying
Change 2945301 on 2016/04/15 by Michael.Trepka
Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind
Change 2944422 on 2016/04/14 by Michael.Trepka
Fixed Mono compile errors in UAT
Change 2944375 on 2016/04/14 by Fred.Kimberley
Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.
Change 2944040 on 2016/04/14 by Michael.Trepka
Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick
Change 2943864 on 2016/04/14 by Lukasz.Furman
fixed initialization order of gameplay debugger replicators on client
#jira FORT-22885
Change 2943228 on 2016/04/13 by Bob.Tellez
#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.
Change 2942303 on 2016/04/13 by Daniel.Broder
Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.
#RB Bob.Tellez
#UE4
Change 2941919 on 2016/04/13 by Jonathan.Lindquist
Adding a new maxscript that allows artists to procedurally generate trees.
Change 2941816 on 2016/04/13 by Saul.Abreu
Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.
Change 2941752 on 2016/04/12 by jonathan.lindquist
adding a new function to optimize trees and fix a few issues
Change 2941519 on 2016/04/12 by Jonathan.Lindquist
submitting a new warning regarding file unit types
Change 2940980 on 2016/04/12 by John.Abercrombie
Turned Graphs off by default in the Visual Logger
Change 2940134 on 2016/04/11 by Billy.Bramer
- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
- Change row struct combo box on the data table importer to be sorted alphabetically
Change 2938828 on 2016/04/08 by David.Hunt
#FN || Economy Rebuild
Updating several code references to items and item paths that no longer exist, with Bob's help.
This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.
#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello
Change 2938675 on 2016/04/08 by Lukasz.Furman
fixed gameplay debugger displaying paths of killed pawns
#fortnite
Change 2938426 on 2016/04/08 by Rob.Cannaday
Implement new command line party invitation format into Fortnite
#jira FORT-22685
#tests launch with command line party invite
Integrate CLs 2908339 and 2917498 from Orion
Change 2938367 on 2016/04/08 by Billy.Bramer
- Mark the reimport data table factory with UNREALED_API for external use
- Change CSVImportFactory to respect the class of existing data being reimported upon
Change 2937319 on 2016/04/07 by Lukasz.Furman
improved gameplay task info in gameplay debugger tool
Change 2937178 on 2016/04/07 by Lukasz.Furman
fixed aborting undermine tasks when player becomes reachable
#jira FORT-22240, FORT-22077
Change 2937166 on 2016/04/07 by Saul.Abreu
Fixed redundant typename in TPair that was causing clang compilation errors.
Change 2937093 on 2016/04/07 by Saul.Abreu
#fortnite
Made ElementSetType protected again in the Map family.
Change 2937044 on 2016/04/07 by Saul.Abreu
Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.
Change 2936940 on 2016/04/07 by Bob.Tellez
#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.
Change 2936696 on 2016/04/07 by Bob.Tellez
#UE4 Blueprint names are once again part of Blueprint compile log messages.
Change 2936572 on 2016/04/07 by Lukasz.Furman
added more debug logs for tracking rare NaN error in player movement
#jira FORT-19426
Change 2934892 on 2016/04/06 by Lukasz.Furman
fixed updating hotspot information after all tasks instigated by it are finished
#jira FORT-22515
Change 2933664 on 2016/04/05 by Michael.Trepka
Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished
Change 2933554 on 2016/04/05 by Lukasz.Furman
fixed taker's portal move (priorities of gameplay tasks spawned by path following)
#jira FORT-22482
Change 2933343 on 2016/04/05 by John.Abercrombie
Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
- AnimInstance can be used through an accessor
Change 2933300 on 2016/04/05 by Lukasz.Furman
fixed number of spawned AI in FTests using PreSpawnDelay
#fortnite
Change 2933171 on 2016/04/05 by Lukasz.Furman
added PreSpawnDelay param to function test spawn sets
#fortnite
Change 2931072 on 2016/04/01 by Lukasz.Furman
changed pawn actions to gameplay tasks
#jira FORT-21314
Change 2930987 on 2016/04/01 by Billy.Bramer
- Add method to data table to get all rows as a type
- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"
Change 2929651 on 2016/03/31 by Nick.Cooper
#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress
#jira FORT-21330
#RB ben.zeigler
Change 2929360 on 2016/03/31 by Daniel.Broder
Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.
Thanks to Bob for what I needed to check to early-out and avoid the crash.
#RB Bob.Tellez
#UE4
Change 2928845 on 2016/03/31 by Nicholas.Davies
Add fix for chat text not clearing
#jira FORT-22049 Textbox does not clear when text is sent through chat
Change 2928574 on 2016/03/30 by Ben.Zeigler
Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect
Change 2928572 on 2016/03/30 by Ben.Zeigler
#Jira FORT-20763
Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load
Change 2928436 on 2016/03/30 by Bob.Tellez
#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.
Change 2928372 on 2016/03/30 by Bob.Tellez
#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.
Change 2926805 on 2016/03/29 by Bob.Tellez
#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.
Change 2926752 on 2016/03/29 by Bob.Tellez
#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.
Change 2926189 on 2016/03/29 by Rob.Cannaday
Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
#jira FORT-18947
#jira OR-17695
#tests golden path
Change 2924921 on 2016/03/28 by Lukasz.Furman
removed log message showing as navmesh generation error when it skips over degenerated poly
#fortnite
Change 2924843 on 2016/03/28 by Lukasz.Furman
added more debug logs for navmesh's failed triangulate()
#jira FORT-22186
Change 2924719 on 2016/03/28 by Lukasz.Furman
fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
#jira FORT-22132
Change 2921698 on 2016/03/24 by Lukasz.Furman
fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
#fortnite
Change 2920395 on 2016/03/23 by Bob.Tellez
#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.
Change 2920343 on 2016/03/23 by Ben.Zeigler
In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
#RB josh.markiewicz
Change 2920310 on 2016/03/23 by Bob.Tellez
#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init
Change 2920254 on 2016/03/23 by Aaron.McLeran
FORT-22090 Re-disabling reverb.
Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037
Change 2920249 on 2016/03/23 by Rob.Cannaday
Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
Don't trigger "member left" type events if we are leaving the party
#jira FORT-20422
#jira FORT-21726
Change 2920178 on 2016/03/23 by Bob.Tellez
#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.
Change 2919858 on 2016/03/23 by Bob.Tellez
#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.
Change 2919775 on 2016/03/23 by Bob.Tellez
#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.
Change 2919233 on 2016/03/22 by Bob.Tellez
#UE4 Removing a warning that is pretty chatty in our cooked logs.
Change 2919125 on 2016/03/22 by Bob.Tellez
#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.
Change 2918831 on 2016/03/22 by Bob.Tellez
#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.
#JIRA FORT-22054
Change 2917722 on 2016/03/21 by Ben.Zeigler
Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
Resave assets that directly referenced FortniteServer
Change 2917588 on 2016/03/21 by Bob.Tellez
#UE4 Fixed shadow variable that I introduced
Change 2914169 on 2016/03/17 by Ben.Zeigler
Disable extra logging that was added to track down Auth issues, they look to be resolved
Change 2912626 on 2016/03/16 by Bob.Tellez
#UE4 Success messages should not be warnings.
Change 2911171 on 2016/03/15 by Bob.Tellez
#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading
Change 2911170 on 2016/03/15 by Billy.Bramer
#jira [FORT-6139]
Trap models persist after destroying supporting structure in Outpost
- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs
Change 2911009 on 2016/03/15 by Bob.Tellez
#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.
#JIRA FORT-21605
Change 2910295 on 2016/03/15 by Bob.Tellez
#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.
Change 2909324 on 2016/03/14 by Bob.Tellez
#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.
Change 2905920 on 2016/03/11 by Lukasz.Furman
fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
#fortnite
Change 2905612 on 2016/03/11 by Bob.Tellez
#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.
[CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
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uint32 bWaitForNavMesh : 1;
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2017-06-21 17:09:40 -04:00
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/** if set, ftest will postpone start until navmesh is fully generated */
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UPROPERTY(EditAnywhere, Category = NavMeshDebug)
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uint32 bDebugNavMeshOnTimeout : 1;
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2014-06-17 08:31:02 -04:00
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uint32 bSingleSetRun:1;
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public:
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2014-04-23 19:29:53 -04:00
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UFUNCTION(BlueprintCallable, Category = "Development")
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virtual bool IsOneOfSpawnedPawns(AActor* Actor);
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2014-06-06 06:27:44 -04:00
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// AActor interface begin
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
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protected:
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2014-06-13 06:14:46 -04:00
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virtual void BeginPlay() override;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
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virtual void Tick(float DeltaSeconds) override;
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Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3051464 on 2016/07/15 by Nick.Darnell
Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.
Change 3051465 on 2016/07/15 by Nick.Darnell
Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.
Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt
Fixed material editor viewport messages being blocked by viewport toolbar
Change 3052025 on 2016/07/15 by Nick.Darnell
Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.
Change 3053508 on 2016/07/18 by Stephan.Jiang
Copy,Cut,Paste tracks, not for mastertracks yet.
#UE-31808
Change 3054723 on 2016/07/18 by Stephan.Jiang
Small fixes for typo & comments
Change 3055996 on 2016/07/19 by Trung.Le
PIE: No longer auto resume game in PIE on focus received
Change 3056106 on 2016/07/19 by Trung.Le
Back out changelist 3055996. Build break.
Change 3056108 on 2016/07/19 by Stephan.Jiang
Updating "SoundConcurrency" asseticon
Change 3056389 on 2016/07/19 by Trung.Le
PIE: No longer auto resume game in PIE on focus received
#jira UE-33339
Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt
More perf selection improvements:
- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path
Change 3056758 on 2016/07/19 by Stephan.Jiang
Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.
Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt
Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify!
Change 3057635 on 2016/07/20 by Stephan.Jiang
Updating visual logger icon UI
Change 3057645 on 2016/07/20 by Richard.TalbotWatkin
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 3057868 on 2016/07/20 by Richard.TalbotWatkin
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.
Change 3057895 on 2016/07/20 by Richard.TalbotWatkin
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 3057966 on 2016/07/20 by Richard.TalbotWatkin
Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
Change 3058009 on 2016/07/20 by Richard.TalbotWatkin
Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.
Change 3058047 on 2016/07/20 by Stephan.Jiang
Fixing error on previous CL: 3056758
(extra qualification)
Change 3058266 on 2016/07/20 by Nick.Darnell
Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.
Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt
PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)
Change 3059214 on 2016/07/21 by Richard.TalbotWatkin
Further fixes to visualizers following Component Visualizer API change.
Change 3059260 on 2016/07/21 by Richard.TalbotWatkin
Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang.
Change 3059543 on 2016/07/21 by Stephan.Jiang
Changeing level details icon
Change 3059732 on 2016/07/21 by Stephan.Jiang
Directional Light icon update
Change 3060095 on 2016/07/21 by Stephan.Jiang
Directional Light editor icon asset changed
Change 3060129 on 2016/07/21 by Nick.Darnell
Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.
Change 3061735 on 2016/07/22 by Stephan.Jiang
Improve UMG replace with in HierarchyView function
#UE-33582
Change 3062059 on 2016/07/22 by Stephan.Jiang
Strip off "b" in propertyname in replace with function for tracks.
Change 3062146 on 2016/07/22 by Stephan.Jiang
checkin with CL: 3061735
Change 3062182 on 2016/07/22 by Stephan.Jiang
Change both animation bindings' widget name when renameing the widget so the slot content is still valid
Change 3062257 on 2016/07/22 by Stephan.Jiang
comments
Change 3062381 on 2016/07/22 by Nick.Darnell
Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.
Change 3062924 on 2016/07/25 by Chris.Wood
Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.
This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570
Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt
PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)
Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt
PR #2619: added a search box to ModuleUI (Contributed by straymist)
Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt
Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.
https://jira.ol.epicgames.net/browse/UE-33651
#jira UE-33651
Change 3063091 on 2016/07/25 by Alex.Delesky
#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.
Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt
Selection Perf:
- Fix large FName creation time when selecting thousands of objects
Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt
Selection Perf:
- Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated
- USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation
- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid
- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it
- Removed expensive checking for brush actors when any actor is selected
Change 3063749 on 2016/07/25 by Stephan.Jiang
Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()
#jira UE-33711
Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3064612 on 2016/07/26 by Alex.Delesky
#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.
Change 3064647 on 2016/07/26 by Alexis.Matte
#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.
Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt
Fixed typo
Change 3064795 on 2016/07/26 by Jamie.Dale
Fixed typo in FLocalizationModule::GetLocalizationTargetByName
#jira UE-32961
Change 3066461 on 2016/07/27 by Jamie.Dale
Enabled stable localization keys
Change 3066463 on 2016/07/27 by Jamie.Dale
Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes
Change 3066467 on 2016/07/27 by Jamie.Dale
Updated internationalization archives to store translations per-identity
This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.
Major changes:
- Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
- Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
- FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
- The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
- Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.
Workflow changes:
- Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
- PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
- PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
- LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).
Format changes:
- The archive version was bumped to 2.
- Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.
#jira UETOOL-897
#jira UETOOL-898
#jira UE-29481
Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt
Attempt to fix linux compilation
Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed data tables with structs crashing due to recent editor selection optimizations
Change 3066886 on 2016/07/27 by Jamie.Dale
Added required data to accurately detect TZ (needed for DST)
#jira UE-28511
Change 3067122 on 2016/07/27 by Jamie.Dale
Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).
Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.
Change 3067227 on 2016/07/27 by Jamie.Dale
Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)
Change 3067313 on 2016/07/27 by Richard.TalbotWatkin
Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
#jira UE-33669 - Crash in Dev-Editor
Change 3067736 on 2016/07/27 by Stephan.Jiang
Border changes for experimental classes warning
Change 3067769 on 2016/07/27 by Stephan.Jiang
HERE BE DRAGONS
for experimental class warning
#UE-33780
Change 3068192 on 2016/07/28 by Alexis.Matte
#jira UE-33586 make sure we remove any false warning when running fbx automation test.
Change 3068264 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068293 on 2016/07/28 by Alex.Delesky
#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.
Change 3068481 on 2016/07/28 by Stephan.Jiang
Adding Options to show/hide soft & hard references & dependencies in References Viewer
#jira UE-33746
Change 3068585 on 2016/07/28 by Richard.TalbotWatkin
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt
Fixed some issues with the selected classes not updating when objects are deselected
Change 3069335 on 2016/07/28 by Jamie.Dale
Fixed unintended error when trying to load a manifest/archive that didn't exist
Fixed a warning when trying to load a PO file that didn't exist
Change 3069408 on 2016/07/28 by Alex.Delesky
#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.
Change 3069878 on 2016/07/29 by Jamie.Dale
Fixed include casing
#jira UE-33910
Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt
PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)
Change 3071813 on 2016/08/01 by Jamie.Dale
Fixed include casing
#jira UE-33936
Change 3072043 on 2016/08/01 by Jamie.Dale
Fixed FText formatting of pre-Gregorian dates
We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.
#jira UE-14504
Change 3072066 on 2016/08/01 by Jamie.Dale
PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)
Change 3072149 on 2016/08/01 by Jamie.Dale
We no longer use the editor culture when running with -game
Change 3072169 on 2016/08/01 by Richard.TalbotWatkin
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 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 3072221 on 2016/08/01 by Jamie.Dale
Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor
#jira UE-33001
Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt
Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it.
Reimplemented this change from the siggraph demo stream
Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt
Removed unused code as suggested by a pull request
Change 3073750 on 2016/08/02 by Richard.TalbotWatkin
Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.
Change 3073789 on 2016/08/02 by Jamie.Dale
Added a way to mark text in text properties as culture invariant
This allows you to flag properties containing text that doesn't need to be gathered.
#jira UE-33713
Change 3073825 on 2016/08/02 by Stephan.Jiang
Material Editor: Highligh all Nodes connect to an input.
#jira UE-32502
Change 3073947 on 2016/08/02 by Stephan.Jiang
UMG Project settings to show/hide different classes and categories in Palette view.
--under Project Settings ->Editor->UMG Editor
Change 3074012 on 2016/08/02 by Stephan.Jiang
Minor changes and comments for CL: 3073947
Change 3074029 on 2016/08/02 by Jamie.Dale
Deleting folders in the Content Browser now removes the folder from disk
#jira UE-24303
Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt
Added missing stats to track pooled vertex and index buffer cpu memory
A new slate allocator was added to track memory usage for this case.
Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt
Renamed a few slate stats for consistency
Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt
Moved geometry cache asset type to the animation category. It is not a basic asset type
Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt
Fix a few padding and sizing issues
Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt
Settings UI improvements
* Added the ability to search through all settings at once
* Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly
-------
* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
* Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.
Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt
Removed FBX scene as a top level option in asset filter menu in the content browser.
Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt
Mac warning fix
Change 3075603 on 2016/08/03 by Nick.Darnell
Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project.
Change 3075605 on 2016/08/03 by Nick.Darnell
Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.
Change 3076084 on 2016/08/03 by Jamie.Dale
Added basic support for localizing plugins
You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.
You need to define the localization targets your plugin uses in its .uplugin file, eg)
"LocalizationTargets": [
{
"Name": "Paper2D",
"LoadingPolicy": "Always"
}
]
"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.
"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).
UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).
UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.
#jira UE-4217
Change 3076123 on 2016/08/03 by Stephan.Jiang
Extend "Select all input nodes" function to general blueprint editor
Change 3077103 on 2016/08/04 by Jamie.Dale
Added support for underlined text rendering (including with drop-shadows)
FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.
FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).
This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.
Change 3077842 on 2016/08/04 by Jamie.Dale
Fixed fallout from API changes
Change 3077999 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 3078000 on 2016/08/04 by Trung.Le
Categories VREditor-specific UMG widget assets as "VR Editor"
#jira UE-34134
Change 3078056 on 2016/08/04 by Nick.Darnell
Build - Fixing a mac compiler warning, reodering constructor initializers.
Change 3078813 on 2016/08/05 by Nick.Darnell
Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.
Change 3078818 on 2016/08/05 by Nick.Darnell
Additional rename and cleanup associated with test moving.
Change 3078819 on 2016/08/05 by Nick.Darnell
Removing the Oculus performance automation test, not running, and was unclaimed.
Change 3078842 on 2016/08/05 by Nick.Darnell
Continued reorganizing tests.
Change 3078897 on 2016/08/05 by Nick.Darnell
Additional changes to get some moved tests compiling
Change 3079157 on 2016/08/05 by Nick.Darnell
Making it possible to browse provider names thorugh the source control module interface.
Change 3079176 on 2016/08/05 by Stephan.Jiang
Add shortcut Ctrl+Shift+Space to rotate through different viewport options
#jira UE-34140
Change 3079208 on 2016/08/05 by Stephan.Jiang
Fix new animation name check in UMG
Change 3079278 on 2016/08/05 by Nick.Darnell
Fixing the build
Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3081155 on 2016/08/08 by Nick.Darnell
Fixing some issues with the editor tests / runtime tests under certain build configs.
Change 3081243 on 2016/08/08 by Stephan.Jiang
Add gesture in LevelViewport to switch between Top/Bottom...etc.
Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt
Work around animations not playing in paragon due to bsp rebuilds (UE-34391)
Change 3082254 on 2016/08/09 by Stephan.Jiang
DragTool_ViewportChange init changes
[CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
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virtual bool RunTest(const TArray<FString>& Params = TArray<FString>()) override;
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2017-06-21 17:09:40 -04:00
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virtual void StartTest() override;
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virtual void OnTimeout() override;
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Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3152124 on 2016/10/05 by Jamie.Dale
Fixed SOutputLog filter not handling OnTextCommitted
Change 3152255 on 2016/10/05 by Michael.Dupuis
#jira UE-28173 Support \" properly in FName
Change 3152273 on 2016/10/05 by Nick.Darnell
Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation.
Change 3152314 on 2016/10/05 by Nick.Darnell
Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL.
Change 3152316 on 2016/10/05 by Michael.Dupuis
#jira UE-30346 Update selection when in tree view mode
Change 3152317 on 2016/10/05 by Nick.Darnell
Automation - Adding some test shots to compare against to EngineTest for screenshot approval.
Change 3152319 on 2016/10/05 by Michael.Dupuis
#jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset
Change 3152521 on 2016/10/05 by Nick.Darnell
Automation - Fixing some issues with where it reads the screenshot compare rules.
Change 3152536 on 2016/10/05 by Alexis.Matte
Fix FBX automation test.
- Make sure the fbx test can avoid automatic detection of the mesh type
- Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh.
Change 3152572 on 2016/10/05 by Nick.Darnell
Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted.
Change 3152591 on 2016/10/05 by Nick.Darnell
Automation - Changing the game project errors to be errors.
Change 3153115 on 2016/10/06 by Jamie.Dale
Removed superflous padding when SPropertyEditorAsset had no buttons
Change 3153215 on 2016/10/06 by Michael.Dupuis
Fixed build warning
Change 3153248 on 2016/10/06 by Nick.Darnell
Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available.
Change 3153255 on 2016/10/06 by Nick.Darnell
PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman)
#jira UE-36922
Change 3153300 on 2016/10/06 by Nick.Darnell
Automation - Enabled verbose logging to automation build farm.
Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt
PR #2825: More project launcher progress improvements (Contributed by projectgheist)
Change 3153506 on 2016/10/06 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3153752 on 2016/10/06 by tim.gautier
Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget
Change 3153763 on 2016/10/06 by Nick.Darnell
Automation - Disable verbose logging.
Change 3153778 on 2016/10/06 by Nick.Darnell
PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek)
#jira UE-36940
Change 3153943 on 2016/10/06 by Nick.Darnell
Automation - Disabling some broken tests.
Change 3154035 on 2016/10/06 by Nick.Darnell
Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed.
Change 3154039 on 2016/10/06 by Nick.Darnell
Automation - Updating some test assets in the EngineTest project.
Change 3154476 on 2016/10/07 by Richard.TalbotWatkin
Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active.
#jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color
Change 3154650 on 2016/10/07 by Alexis.Matte
Add new front axis facing X option to fbx importer
Change 3154785 on 2016/10/07 by Nick.Darnell
Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs.
Change 3155131 on 2016/10/07 by Michael.Dupuis
#jira UE-36509 Do not disabled inverse filter when doing a sync to asset
Change 3155141 on 2016/10/07 by Michael.Dupuis
#jira UE-36056 Do not open the Actor Picker if we're working on an archetype object
Change 3155262 on 2016/10/07 by Michael.Dupuis
#jira UE-19737 reset ctrl key when resetting state to None
Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt
Fixed crash when asset picker is used without a property editor (usually a heavily customized property).
Change 3156473 on 2016/10/10 by Richard.TalbotWatkin
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3156479 on 2016/10/10 by Richard.TalbotWatkin
Fixed non-editor build.
Change 3156579 on 2016/10/10 by Alexis.Matte
Add a check to make sure curve pointer is valid.
#jira UE-36177
Change 3156585 on 2016/10/10 by Ben.Marsh
Fix line endings for screenshot settings.
Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt
Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it.
Change 3156674 on 2016/10/10 by Nick.Darnell
Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed.
Change 3156709 on 2016/10/10 by Alexis.Matte
#jira UE-16337
Make sure the base mesh import data transform is used when we import a LOD.
Change 3156714 on 2016/10/10 by Nick.Darnell
Automation - Fixing -game crash due to TestName being null in functional test.
Change 3156721 on 2016/10/10 by Nick.Darnell
Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built.
Change 3156748 on 2016/10/10 by Nick.Darnell
Autopmation - Fixing a warning.
Change 3156943 on 2016/10/10 by Alex.Delesky
Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly.
#jira none
Change 3156946 on 2016/10/10 by Alex.Delesky
#jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it.
Change 3158215 on 2016/10/11 by Nick.Darnell
Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward.
Change 3158322 on 2016/10/11 by Michael.Dupuis
#jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on
Change 3158333 on 2016/10/11 by Alex.Delesky
#jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support.
Change 3158399 on 2016/10/11 by Nick.Darnell
Automation - TTF Font log statements that were not warnings are no longer warnings.
Change 3158406 on 2016/10/11 by Nick.Darnell
Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them.
Change 3158419 on 2016/10/11 by Alex.Delesky
#jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support.
Change 3158537 on 2016/10/11 by Nick.Darnell
Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them.
Adding some missing files.
Change 3158726 on 2016/10/11 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3158728 on 2016/10/11 by Nick.Darnell
Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example.
Change 3158753 on 2016/10/11 by Michael.Dupuis
#jira UE-26261 change it's by its
Change 3158984 on 2016/10/11 by Alexis.Matte
Fix D&D folder import in content browser. We have to expand the root directory to have the correct path.
#jira UE-32155
Change 3159640 on 2016/10/12 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3159741 on 2016/10/12 by Nick.Darnell
Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode.
Change 3159762 on 2016/10/12 by Nick.Darnell
Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses.
Change 3160210 on 2016/10/12 by Gareth.Martin
Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap"
Change 3160216 on 2016/10/12 by Gareth.Martin
Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only
Fixed negative LODBias on landscape components to actually do anything
Change 3160239 on 2016/10/12 by Gareth.Martin
Removed an unused variable
Change 3160455 on 2016/10/12 by Jamie.Dale
Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips
Change 3160457 on 2016/10/12 by Jamie.Dale
Localization automation now groups everything into a single CL and reverts PO files without significant changes
Change 3160554 on 2016/10/12 by Nick.Darnell
UMG - Fixing some panning logic to work with HDPI mode in the designer.
Change 3161712 on 2016/10/13 by Jamie.Dale
Fixed TSharedMapView using hard-coded types
Change 3163044 on 2016/10/14 by Jamie.Dale
Fixed line-break iterators incorrectly breaking words in CJK
Change 3163046 on 2016/10/14 by Jamie.Dale
Text layout no longer creates break candidates when wrapping is disabled
Change 3163217 on 2016/10/14 by Jamie.Dale
Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx
Change 3163641 on 2016/10/14 by Alex.Delesky
#jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs
Change 3164428 on 2016/10/17 by Nick.Darnell
Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it.
Change 3164833 on 2016/10/17 by Jamie.Dale
Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..."
Change 3164868 on 2016/10/17 by Alexis.Matte
Remove re-import material and LOD import material
#jira UE-36640
Change 3164874 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3165080 on 2016/10/17 by Alexis.Matte
Remove skinxx workflow for static mesh
#jira UE-37262
Change 3165232 on 2016/10/17 by Nick.Darnell
Automation - Adding some sub-level testing.
Change 3165822 on 2016/10/18 by Nick.Darnell
Slate - Add a counter to track how much time we spend drawing custom verts each frame.
Change 3165934 on 2016/10/18 by Nick.Darnell
Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint.
Change 3165947 on 2016/10/18 by Nick.Darnell
Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h
// HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE
//
// Step 1)
// Set WITH_VERY_VERBOSE_SLATE_STATS to 1.
//
// Step 2)
// When running the game (outside of the editor), run these commandline options
// in order and you'll get a large dump of where all the time is going in Slate.
//
// stat group enable slateverbose
// stat group enable slateveryverbose
// stat dumpave -root=stat_slate -num=120 -ms=0
Change 3165962 on 2016/10/18 by Nick.Darnell
UMG - Play first frame of sequence in UMG immediately when told to play an animation.
Change 3165981 on 2016/10/18 by Nick.Darnell
Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName").
Change 3166000 on 2016/10/18 by Jamie.Dale
Removed bulk-data from fonts
The main complaints about composite fonts have always been:
1) They use too much memory at runtime.
2) They bloat if you use the same font face twice.
3) They often break when used outside the game thread.
This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font).
No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor.
During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns).
Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance).
Change 3166001 on 2016/10/18 by Jamie.Dale
Updated the Launcher to no longer use bulk-data for fonts
Change 3166003 on 2016/10/18 by Jamie.Dale
Updated the Engine fonts to use UFontFace assets
Change 3166028 on 2016/10/18 by Alex.Delesky
#jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter.
Change 3166071 on 2016/10/18 by Nick.Darnell
Slate - Fixing a warning about hiding an inherited member.
Change 3166213 on 2016/10/18 by Jamie.Dale
Fixing crash caused by accessing a zeroed FText
Change 3166222 on 2016/10/18 by Nick.Darnell
Automation - Adding some code to end the sub level test when it starts.
Change 3166231 on 2016/10/18 by Nick.Darnell
Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages'
Change 3166717 on 2016/10/18 by Nick.Darnell
Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell.
#jira UE-37482
Change 3167279 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167356 on 2016/10/19 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3167359 on 2016/10/19 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
[CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
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virtual bool IsReady_Implementation() override;
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2014-06-13 06:14:46 -04:00
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virtual bool WantsToRunAgain() const override;
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2015-03-11 11:02:39 -04:00
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virtual void GatherRelevantActors(TArray<AActor*>& OutActors) const override;
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2014-06-13 06:14:46 -04:00
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virtual void CleanUp() override;
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Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3051464 on 2016/07/15 by Nick.Darnell
Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.
Change 3051465 on 2016/07/15 by Nick.Darnell
Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.
Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt
Fixed material editor viewport messages being blocked by viewport toolbar
Change 3052025 on 2016/07/15 by Nick.Darnell
Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.
Change 3053508 on 2016/07/18 by Stephan.Jiang
Copy,Cut,Paste tracks, not for mastertracks yet.
#UE-31808
Change 3054723 on 2016/07/18 by Stephan.Jiang
Small fixes for typo & comments
Change 3055996 on 2016/07/19 by Trung.Le
PIE: No longer auto resume game in PIE on focus received
Change 3056106 on 2016/07/19 by Trung.Le
Back out changelist 3055996. Build break.
Change 3056108 on 2016/07/19 by Stephan.Jiang
Updating "SoundConcurrency" asseticon
Change 3056389 on 2016/07/19 by Trung.Le
PIE: No longer auto resume game in PIE on focus received
#jira UE-33339
Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt
More perf selection improvements:
- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path
Change 3056758 on 2016/07/19 by Stephan.Jiang
Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.
Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt
Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify!
Change 3057635 on 2016/07/20 by Stephan.Jiang
Updating visual logger icon UI
Change 3057645 on 2016/07/20 by Richard.TalbotWatkin
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 3057868 on 2016/07/20 by Richard.TalbotWatkin
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.
Change 3057895 on 2016/07/20 by Richard.TalbotWatkin
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 3057966 on 2016/07/20 by Richard.TalbotWatkin
Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
Change 3058009 on 2016/07/20 by Richard.TalbotWatkin
Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.
Change 3058047 on 2016/07/20 by Stephan.Jiang
Fixing error on previous CL: 3056758
(extra qualification)
Change 3058266 on 2016/07/20 by Nick.Darnell
Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.
Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt
PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)
Change 3059214 on 2016/07/21 by Richard.TalbotWatkin
Further fixes to visualizers following Component Visualizer API change.
Change 3059260 on 2016/07/21 by Richard.TalbotWatkin
Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang.
Change 3059543 on 2016/07/21 by Stephan.Jiang
Changeing level details icon
Change 3059732 on 2016/07/21 by Stephan.Jiang
Directional Light icon update
Change 3060095 on 2016/07/21 by Stephan.Jiang
Directional Light editor icon asset changed
Change 3060129 on 2016/07/21 by Nick.Darnell
Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.
Change 3061735 on 2016/07/22 by Stephan.Jiang
Improve UMG replace with in HierarchyView function
#UE-33582
Change 3062059 on 2016/07/22 by Stephan.Jiang
Strip off "b" in propertyname in replace with function for tracks.
Change 3062146 on 2016/07/22 by Stephan.Jiang
checkin with CL: 3061735
Change 3062182 on 2016/07/22 by Stephan.Jiang
Change both animation bindings' widget name when renameing the widget so the slot content is still valid
Change 3062257 on 2016/07/22 by Stephan.Jiang
comments
Change 3062381 on 2016/07/22 by Nick.Darnell
Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.
Change 3062924 on 2016/07/25 by Chris.Wood
Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.
This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570
Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt
PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)
Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt
PR #2619: added a search box to ModuleUI (Contributed by straymist)
Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt
Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.
https://jira.ol.epicgames.net/browse/UE-33651
#jira UE-33651
Change 3063091 on 2016/07/25 by Alex.Delesky
#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.
Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt
Selection Perf:
- Fix large FName creation time when selecting thousands of objects
Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt
Selection Perf:
- Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated
- USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation
- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid
- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it
- Removed expensive checking for brush actors when any actor is selected
Change 3063749 on 2016/07/25 by Stephan.Jiang
Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()
#jira UE-33711
Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3064612 on 2016/07/26 by Alex.Delesky
#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.
Change 3064647 on 2016/07/26 by Alexis.Matte
#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.
Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt
Fixed typo
Change 3064795 on 2016/07/26 by Jamie.Dale
Fixed typo in FLocalizationModule::GetLocalizationTargetByName
#jira UE-32961
Change 3066461 on 2016/07/27 by Jamie.Dale
Enabled stable localization keys
Change 3066463 on 2016/07/27 by Jamie.Dale
Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes
Change 3066467 on 2016/07/27 by Jamie.Dale
Updated internationalization archives to store translations per-identity
This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.
Major changes:
- Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
- Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
- FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
- The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
- Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.
Workflow changes:
- Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
- PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
- PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
- LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).
Format changes:
- The archive version was bumped to 2.
- Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.
#jira UETOOL-897
#jira UETOOL-898
#jira UE-29481
Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt
Attempt to fix linux compilation
Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed data tables with structs crashing due to recent editor selection optimizations
Change 3066886 on 2016/07/27 by Jamie.Dale
Added required data to accurately detect TZ (needed for DST)
#jira UE-28511
Change 3067122 on 2016/07/27 by Jamie.Dale
Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).
Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.
Change 3067227 on 2016/07/27 by Jamie.Dale
Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)
Change 3067313 on 2016/07/27 by Richard.TalbotWatkin
Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
#jira UE-33669 - Crash in Dev-Editor
Change 3067736 on 2016/07/27 by Stephan.Jiang
Border changes for experimental classes warning
Change 3067769 on 2016/07/27 by Stephan.Jiang
HERE BE DRAGONS
for experimental class warning
#UE-33780
Change 3068192 on 2016/07/28 by Alexis.Matte
#jira UE-33586 make sure we remove any false warning when running fbx automation test.
Change 3068264 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068293 on 2016/07/28 by Alex.Delesky
#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.
Change 3068481 on 2016/07/28 by Stephan.Jiang
Adding Options to show/hide soft & hard references & dependencies in References Viewer
#jira UE-33746
Change 3068585 on 2016/07/28 by Richard.TalbotWatkin
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt
Fixed some issues with the selected classes not updating when objects are deselected
Change 3069335 on 2016/07/28 by Jamie.Dale
Fixed unintended error when trying to load a manifest/archive that didn't exist
Fixed a warning when trying to load a PO file that didn't exist
Change 3069408 on 2016/07/28 by Alex.Delesky
#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.
Change 3069878 on 2016/07/29 by Jamie.Dale
Fixed include casing
#jira UE-33910
Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt
PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)
Change 3071813 on 2016/08/01 by Jamie.Dale
Fixed include casing
#jira UE-33936
Change 3072043 on 2016/08/01 by Jamie.Dale
Fixed FText formatting of pre-Gregorian dates
We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.
#jira UE-14504
Change 3072066 on 2016/08/01 by Jamie.Dale
PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)
Change 3072149 on 2016/08/01 by Jamie.Dale
We no longer use the editor culture when running with -game
Change 3072169 on 2016/08/01 by Richard.TalbotWatkin
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 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 3072221 on 2016/08/01 by Jamie.Dale
Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor
#jira UE-33001
Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt
Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it.
Reimplemented this change from the siggraph demo stream
Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt
Removed unused code as suggested by a pull request
Change 3073750 on 2016/08/02 by Richard.TalbotWatkin
Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.
Change 3073789 on 2016/08/02 by Jamie.Dale
Added a way to mark text in text properties as culture invariant
This allows you to flag properties containing text that doesn't need to be gathered.
#jira UE-33713
Change 3073825 on 2016/08/02 by Stephan.Jiang
Material Editor: Highligh all Nodes connect to an input.
#jira UE-32502
Change 3073947 on 2016/08/02 by Stephan.Jiang
UMG Project settings to show/hide different classes and categories in Palette view.
--under Project Settings ->Editor->UMG Editor
Change 3074012 on 2016/08/02 by Stephan.Jiang
Minor changes and comments for CL: 3073947
Change 3074029 on 2016/08/02 by Jamie.Dale
Deleting folders in the Content Browser now removes the folder from disk
#jira UE-24303
Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt
Added missing stats to track pooled vertex and index buffer cpu memory
A new slate allocator was added to track memory usage for this case.
Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt
Renamed a few slate stats for consistency
Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt
Moved geometry cache asset type to the animation category. It is not a basic asset type
Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt
Fix a few padding and sizing issues
Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt
Settings UI improvements
* Added the ability to search through all settings at once
* Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly
-------
* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
* Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.
Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt
Removed FBX scene as a top level option in asset filter menu in the content browser.
Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt
Mac warning fix
Change 3075603 on 2016/08/03 by Nick.Darnell
Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project.
Change 3075605 on 2016/08/03 by Nick.Darnell
Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.
Change 3076084 on 2016/08/03 by Jamie.Dale
Added basic support for localizing plugins
You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.
You need to define the localization targets your plugin uses in its .uplugin file, eg)
"LocalizationTargets": [
{
"Name": "Paper2D",
"LoadingPolicy": "Always"
}
]
"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.
"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).
UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).
UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.
#jira UE-4217
Change 3076123 on 2016/08/03 by Stephan.Jiang
Extend "Select all input nodes" function to general blueprint editor
Change 3077103 on 2016/08/04 by Jamie.Dale
Added support for underlined text rendering (including with drop-shadows)
FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.
FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).
This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.
Change 3077842 on 2016/08/04 by Jamie.Dale
Fixed fallout from API changes
Change 3077999 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 3078000 on 2016/08/04 by Trung.Le
Categories VREditor-specific UMG widget assets as "VR Editor"
#jira UE-34134
Change 3078056 on 2016/08/04 by Nick.Darnell
Build - Fixing a mac compiler warning, reodering constructor initializers.
Change 3078813 on 2016/08/05 by Nick.Darnell
Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.
Change 3078818 on 2016/08/05 by Nick.Darnell
Additional rename and cleanup associated with test moving.
Change 3078819 on 2016/08/05 by Nick.Darnell
Removing the Oculus performance automation test, not running, and was unclaimed.
Change 3078842 on 2016/08/05 by Nick.Darnell
Continued reorganizing tests.
Change 3078897 on 2016/08/05 by Nick.Darnell
Additional changes to get some moved tests compiling
Change 3079157 on 2016/08/05 by Nick.Darnell
Making it possible to browse provider names thorugh the source control module interface.
Change 3079176 on 2016/08/05 by Stephan.Jiang
Add shortcut Ctrl+Shift+Space to rotate through different viewport options
#jira UE-34140
Change 3079208 on 2016/08/05 by Stephan.Jiang
Fix new animation name check in UMG
Change 3079278 on 2016/08/05 by Nick.Darnell
Fixing the build
Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3081155 on 2016/08/08 by Nick.Darnell
Fixing some issues with the editor tests / runtime tests under certain build configs.
Change 3081243 on 2016/08/08 by Stephan.Jiang
Add gesture in LevelViewport to switch between Top/Bottom...etc.
Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt
Work around animations not playing in paragon due to bsp rebuilds (UE-34391)
Change 3082254 on 2016/08/09 by Stephan.Jiang
DragTool_ViewportChange init changes
[CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
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virtual FString GetAdditionalTestFinishedMessage(EFunctionalTestResult TestResult) const override;
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virtual FString GetReproString() const override;
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void AddSpawnedPawn(APawn& SpawnedPawn);
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2014-11-03 15:47:28 -05:00
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FVector GetRandomizedLocation(const FVector& Location) const;
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protected:
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void KillOffSpawnedPawns();
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void ClearPendingDelayedSpawns();
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Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3016173 on 2016/06/16 by Lukasz.Furman
fixed path updates in nested move tasks
#jira FORT-25742
Change 3015722 on 2016/06/15 by Bob.Tellez
#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence
#JIRA OR-14102
Change 3015626 on 2016/06/15 by Bob.Tellez
#UE4 Experimental fix for hitches involving spinlocks in windows.
#JIRA FORT-25253
Change 3015473 on 2016/06/15 by Bob.Tellez
#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.
#JIRA FORT-25748
Change 3014721 on 2016/06/15 by Bob.Tellez
#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.
#JIRA FORT-25689
Change 3014323 on 2016/06/15 by Rob.Cannaday
When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
#jira FORT-25407
#tests front end parties, being kicked from outpost lobby
Change 3013712 on 2016/06/14 by Bob.Tellez
#UE4 Fix DrawNetDriverDebug crash during map transitions
Change 3013418 on 2016/06/14 by Mark.Satterthwaite
Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
#jira FORT-24510
Change 3013394 on 2016/06/14 by Mark.Satterthwaite
Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
#jira FORT-24808
Change 3012977 on 2016/06/14 by Fred.Kimberley
Add a blueprint exposed function to evaluate an attribute from a given base value.
Change 3012755 on 2016/06/14 by Bob.Tellez
#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe
#JIRA FORT-113
Change 3011948 on 2016/06/13 by Mark.Satterthwaite
Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.
Change 3011659 on 2016/06/13 by Bob.Tellez
#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.
Change 3011647 on 2016/06/13 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#tests multiple account login, frontend only
Change 3011436 on 2016/06/13 by Nick.Cooper
#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation
#jira FORT-23606
Change 3010411 on 2016/06/12 by Bob.Tellez
#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.
#jira FORT-113, FORT-22222
Change 3009885 on 2016/06/10 by Billy.Bramer
#jira FORT-25361
[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
- Fix some resultant bugs from swapping attributes to be struct-based:
- Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
- Fix issue where subsequent changes to the aggregator's base value on the client would be lost
Change 3009514 on 2016/06/10 by Bob.Tellez
#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.
Change 3009197 on 2016/06/10 by Michael.Trepka
Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway
Change 3008392 on 2016/06/09 by Ben.Zeigler
#jira FORT-25244
Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.
Change 3008106 on 2016/06/09 by Lukasz.Furman
fixed cutting corners near navmesh obstacles in detour crowd's string pulling
#jira FORT-24981
Change 3008039 on 2016/06/09 by Bob.Tellez
#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.
Change 3007864 on 2016/06/09 by Fred.Kimberley
Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.
Change 3007682 on 2016/06/09 by Michael.Trepka
Re-enabled reverb on Mac
Change 3006971 on 2016/06/08 by Saul.Abreu
#fortnite
#jira FORT-25169
Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.
Change 3006933 on 2016/06/08 by Chris.Gagnon
Fixed up all the Power levle widget use cases.
#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924
Change 3006633 on 2016/06/08 by Dmitry.Rekman
Linux: propagate ensure message to the CR (FORT-23030).
- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.
#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
#jira FORT-23030
Change 3006036 on 2016/06/08 by Rob.Cannaday
Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
#jira FORT-18687
Change 3005216 on 2016/06/07 by Bob.Tellez
#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.
Change 3004857 on 2016/06/07 by Rob.Cannaday
Fix for incorrect reason displayed for inability to join party
#jira FORT-13517
Change 3004811 on 2016/06/07 by Michael.Trepka
Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.
Change 3004553 on 2016/06/07 by Lukasz.Furman
fixed AnySpawners activating before navmesh unlock & rebuild
#jira FORT-25067
Change 3004083 on 2016/06/07 by Bob.Tellez
#UE4 Fixing GenerateApplicationPath for monolithic games.
Change 3003457 on 2016/06/06 by Bob.Tellez
#UE4 Add a little info to a warning about failing to load a file for streaming.
Change 3003256 on 2016/06/06 by Bob.Tellez
#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac
Change 3003146 on 2016/06/06 by jonathan.lindquist
switching from a ceil and lerp technique to an if statement to provide better transform results.
Change 3002048 on 2016/06/06 by Daniel.Broder
Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.
This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.
#RB Stephan.Delmer
#CodeReview Bob.Tellez
#UE4 #ReleaseNote
Change 3001315 on 2016/06/05 by Daniel.Broder
Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.
#RB Stephan.Delmer
Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).
#CodeReview Ori.Cohen
#UE4 #Fortnite #BugFix
Change 3001001 on 2016/06/04 by Fred.Kimberley
Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.
Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.
Change 3000613 on 2016/06/03 by Sam.Spiro
#fort online 24747
Take change from SamZ to get connection change delegates firing correctly
Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)
#RB Ben.Zeigler
Change 3000482 on 2016/06/03 by Rob.Cannaday
Fix problem where newly added friends don't recognize party invitations
#jira FORT-19415
From CL 2953432:
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
Change 2998044 on 2016/06/02 by Lukasz.Furman
fixed path box intersection test used to verify if hotspot is still required for updated path
#jira FORT-24422
Change 2997948 on 2016/06/02 by Eric.Newman
Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing
Change 2997660 on 2016/06/02 by Chris.Wood
Changed Linux server crash handler to force CRC log paths to match main engine log.
[UE-30259] - Some server crashes are missing from crashreporter database
Should allow us to have CRC logs uploaded to S3 along with main logs easily.
Change 2996702 on 2016/06/01 by Bob.Tellez
#UE4 You can now use Edit Asset on Level assets in the reference viewer.
Change 2996683 on 2016/06/01 by Tim.Tillotson
#fortnite
Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
#JIRA FORT-23833
Change 2996548 on 2016/06/01 by Bob.Tellez
#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.
Change 2996322 on 2016/06/01 by Bob.Tellez
#UE4 Fix for specifying more than one ini override on the command line
Change 2996306 on 2016/06/01 by Bob.Tellez
#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.
Change 2995634 on 2016/06/01 by Jonathan.Lindquist
imrpoving the wind magnitude and noise texture
Change 2995249 on 2016/05/31 by Bob.Tellez
#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.
Change 2992135 on 2016/05/26 by Bob.Tellez
#UE4 extern for GuardedMain in LaunchLinux to fix nonunity
Change 2991912 on 2016/05/26 by jonathan.lindquist
moved a texture sample into a new grouping
Change 2991738 on 2016/05/26 by Bob.Tellez
#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.
Change 2991449 on 2016/05/26 by Lukasz.Furman
AI Ftests will now delay spawning until navmesh is ready
#fortnite
Change 2990705 on 2016/05/25 by Chris.Gagnon
New stats panel, upon stat changes there is a delta pop up.
New Squads Tab.
Navigation from nodes to squad slots working.
Added GetAnimationCurrentTime() to UMG Animation API.
#RB Fred.Kimberley, Saul.Abreu
Change 2990286 on 2016/05/25 by Bob.Tellez
#UE4 Fix logging error regarding max tag container replication size
Change 2990285 on 2016/05/25 by Bob.Tellez
#UE4 Fix for crash when using "ShowDebug Game" client side
Change 2989977 on 2016/05/25 by Lukasz.Furman
auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
#fortnite
Change 2989174 on 2016/05/24 by Bob.Tellez
#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.
Change 2988571 on 2016/05/24 by Jonathan.Lindquist
submitting a fix for grass-like hierarchy layouts
Change 2985428 on 2016/05/20 by Bob.Tellez
Experimenting with making UGS CIS not rebuild UBT when incremental building.
Change 2985319 on 2016/05/20 by Bob.Tellez
#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.
Change 2985258 on 2016/05/20 by Billy.Bramer
- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute
Change 2985157 on 2016/05/20 by Bob.Tellez
Experimenting with non-unity CIS
Change 2984664 on 2016/05/19 by Bob.Tellez
#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.
Change 2984663 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.
Change 2984613 on 2016/05/19 by Bob.Tellez
#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.
Change 2984508 on 2016/05/19 by Billy.Bramer
- Add constructors for the new struct based attribute
Change 2983883 on 2016/05/19 by Lukasz.Furman
disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
#ue4
Change 2983770 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.
#JIRA FORT-24303
Change 2982306 on 2016/05/18 by Bob.Tellez
Also experimenting with not updating version files in UGS CIS.
Change 2982154 on 2016/05/18 by Lukasz.Furman
changed navwalking geometry conforming to use building prop special case
#jira FORT-24215
Change 2982019 on 2016/05/18 by Bob.Tellez
Trying out incremental CIS builds
Change 2981192 on 2016/05/17 by Bob.Tellez
#UE4 No longer staging movie files for dedicated server builds.
Change 2981023 on 2016/05/17 by Lukasz.Furman
added new mode for NavWalking geometry conforming: prefer height closer to current one
this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars
Change 2980578 on 2016/05/17 by Lukasz.Furman
added option for disabling path replan in crowd manager, turned it off in fortnite
this must be handled through path update events and corridor assignment or else hotspot detection will break
#jira FORT-24116
Change 2980364 on 2016/05/17 by Lukasz.Furman
unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
#jira FORT-24045
Change 2980360 on 2016/05/17 by Lukasz.Furman
more detailed logs for using custom navlinks
#jira FORT-23990
Change 2979880 on 2016/05/16 by Bob.Tellez
#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.
Change 2979522 on 2016/05/16 by Saul.Abreu
#fortnite
Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.
Change 2977690 on 2016/05/13 by Daniel.Broder
Made most FBox functions FORCEINLINE to improve DebugGame performance.
#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.
#CodeReview Bob.Tellez
#UE4 #ReleaseNotes
Change 2977517 on 2016/05/13 by Daniel.Broder
Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!
#CodeReview Bob.Tellez
#Fortnite Wind perf improvement in DebugGame builds.
#UE4 #ReleaseNote
Change 2974910 on 2016/05/11 by Bob.Tellez
#UE4 More graceful handling of export class names in string asset references.
Change 2974095 on 2016/05/11 by Bob.Tellez
#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.
Change 2973663 on 2016/05/11 by John.Abercrombie
[implemented by Ben.Marsh]
UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:
<BuildConfiguration>
<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
</BuildConfiguration>
Change 2972603 on 2016/05/10 by Saad.Nader
#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.
Change 2971741 on 2016/05/09 by Bob.Tellez
#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.
Change 2969838 on 2016/05/06 by Bob.Tellez
#Fortnite Added FN PS4 to build scripts
Change 2969542 on 2016/05/06 by Bob.Tellez
#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.
#JIRA FORT-23754
Change 2969520 on 2016/05/06 by Billy.Bramer
- Fix missing virtual destructor now that the initter struct has virtual members
Change 2969467 on 2016/05/06 by Billy.Bramer
- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
- Fix typos in the initter
- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
- Allow attribute init data to come from several curve tables instead of just one
- Remove reimport bindings from attribute metadata and global curve table, as neither was in use
Change 2969279 on 2016/05/06 by John.Abercrombie
Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused
Change 2966311 on 2016/05/04 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
(From //Orion/Dev-General CL 2963555)
Change 2966255 on 2016/05/04 by Bob.Tellez
#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.
#JIRA FORT-23604
Change 2966083 on 2016/05/04 by Bob.Tellez
#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.
Change 2965669 on 2016/05/04 by Nicholas.Davies
Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
#RB Antony.Carter
Change 2965316 on 2016/05/03 by Ben.Zeigler
#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
Manual merge of CL #2907874:
When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
The fix is to add the request to the list when it is cancelled if we did not find it.
Change 2965164 on 2016/05/03 by Bob.Tellez
#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!
Change 2963754 on 2016/05/02 by Billy.Bramer
- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)
Change 2962922 on 2016/05/02 by Lukasz.Furman
fixed gameplay debugger in "simulate in editor" mode
Change 2959860 on 2016/04/28 by David.Nikdel
#OGF #McpProfile
- Add Profile Write Lock support to client API
NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
#CodeReview: Ben.Zeigler
Change 2959810 on 2016/04/28 by Jonathan.Lindquist
A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)
Change 2959336 on 2016/04/28 by Bob.Tellez
#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)
Change 2958942 on 2016/04/28 by Jonathan.Lindquist
Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes
Change 2958644 on 2016/04/27 by Jonathan.Lindquist
lowering default recursive steps
Change 2956612 on 2016/04/26 by Jonathan.Lindquist
A few new saftey measures
Change 2956197 on 2016/04/26 by Fred.Kimberley
Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.
Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.
Change 2955386 on 2016/04/25 by Jonathan.Lindquist
Fixed a ui bug related to the first time path geo generator is run
Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.
Change 2955230 on 2016/04/25 by Billy.Bramer
- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes
Change 2954899 on 2016/04/25 by Fred.Kimberley
Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.
Change 2953511 on 2016/04/22 by Bob.Tellez
#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.
Change 2953496 on 2016/04/22 by Chris.Gagnon
When the console closes it now properly restores the viewports input state (both focus and capture).
Change 2952930 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
#jira FORT-23041
Change 2951765 on 2016/04/21 by John.Abercrombie
Removed unused code when initializing attribute sets
Change 2951617 on 2016/04/21 by Jonathan.Lindquist
new elements to the grass shader to include wind influence
also adding a test model
and the latest version of canopy creator
Change 2950861 on 2016/04/21 by Jonathan.Lindquist
Submitting a new material for grass so that it may react to the wind
New wind test maps
Functions to support global wind
a new "fuzzy" mat functions
Adding wind to the rift portals
Change 2950725 on 2016/04/20 by Bob.Tellez
Fixups for non NewEC in GetLastSucceededCL
Change 2950695 on 2016/04/20 by Bob.Tellez
Adding a small helper function to get the last succeeded CL of a given node.
Change 2950616 on 2016/04/20 by Maury.Mountain
hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots
Change 2950207 on 2016/04/20 by Bob.Tellez
#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.
Change 2950162 on 2016/04/20 by Lukasz.Furman
fixed processing of repath requests, added infinite loop protection
#jira FORT-23090
Change 2949974 on 2016/04/20 by Lukasz.Furman
another batch of fixes for hotspot tasks getting out of sync:
abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed
Change 2949923 on 2016/04/20 by Rob.Cannaday
FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
#tests PIE start game / shutdown
Change 2949210 on 2016/04/19 by Bob.Tellez
#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.
#JIRA FORT-23024
Change 2947381 on 2016/04/18 by Rob.Cannaday
Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
#jira FORT-22861
#tests front end partying
Change 2945301 on 2016/04/15 by Michael.Trepka
Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind
Change 2944422 on 2016/04/14 by Michael.Trepka
Fixed Mono compile errors in UAT
Change 2944375 on 2016/04/14 by Fred.Kimberley
Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.
Change 2944040 on 2016/04/14 by Michael.Trepka
Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick
Change 2943864 on 2016/04/14 by Lukasz.Furman
fixed initialization order of gameplay debugger replicators on client
#jira FORT-22885
Change 2943228 on 2016/04/13 by Bob.Tellez
#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.
Change 2942303 on 2016/04/13 by Daniel.Broder
Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.
#RB Bob.Tellez
#UE4
Change 2941919 on 2016/04/13 by Jonathan.Lindquist
Adding a new maxscript that allows artists to procedurally generate trees.
Change 2941816 on 2016/04/13 by Saul.Abreu
Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.
Change 2941752 on 2016/04/12 by jonathan.lindquist
adding a new function to optimize trees and fix a few issues
Change 2941519 on 2016/04/12 by Jonathan.Lindquist
submitting a new warning regarding file unit types
Change 2940980 on 2016/04/12 by John.Abercrombie
Turned Graphs off by default in the Visual Logger
Change 2940134 on 2016/04/11 by Billy.Bramer
- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
- Change row struct combo box on the data table importer to be sorted alphabetically
Change 2938828 on 2016/04/08 by David.Hunt
#FN || Economy Rebuild
Updating several code references to items and item paths that no longer exist, with Bob's help.
This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.
#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello
Change 2938675 on 2016/04/08 by Lukasz.Furman
fixed gameplay debugger displaying paths of killed pawns
#fortnite
Change 2938426 on 2016/04/08 by Rob.Cannaday
Implement new command line party invitation format into Fortnite
#jira FORT-22685
#tests launch with command line party invite
Integrate CLs 2908339 and 2917498 from Orion
Change 2938367 on 2016/04/08 by Billy.Bramer
- Mark the reimport data table factory with UNREALED_API for external use
- Change CSVImportFactory to respect the class of existing data being reimported upon
Change 2937319 on 2016/04/07 by Lukasz.Furman
improved gameplay task info in gameplay debugger tool
Change 2937178 on 2016/04/07 by Lukasz.Furman
fixed aborting undermine tasks when player becomes reachable
#jira FORT-22240, FORT-22077
Change 2937166 on 2016/04/07 by Saul.Abreu
Fixed redundant typename in TPair that was causing clang compilation errors.
Change 2937093 on 2016/04/07 by Saul.Abreu
#fortnite
Made ElementSetType protected again in the Map family.
Change 2937044 on 2016/04/07 by Saul.Abreu
Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.
Change 2936940 on 2016/04/07 by Bob.Tellez
#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.
Change 2936696 on 2016/04/07 by Bob.Tellez
#UE4 Blueprint names are once again part of Blueprint compile log messages.
Change 2936572 on 2016/04/07 by Lukasz.Furman
added more debug logs for tracking rare NaN error in player movement
#jira FORT-19426
Change 2934892 on 2016/04/06 by Lukasz.Furman
fixed updating hotspot information after all tasks instigated by it are finished
#jira FORT-22515
Change 2933664 on 2016/04/05 by Michael.Trepka
Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished
Change 2933554 on 2016/04/05 by Lukasz.Furman
fixed taker's portal move (priorities of gameplay tasks spawned by path following)
#jira FORT-22482
Change 2933343 on 2016/04/05 by John.Abercrombie
Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
- AnimInstance can be used through an accessor
Change 2933300 on 2016/04/05 by Lukasz.Furman
fixed number of spawned AI in FTests using PreSpawnDelay
#fortnite
Change 2933171 on 2016/04/05 by Lukasz.Furman
added PreSpawnDelay param to function test spawn sets
#fortnite
Change 2931072 on 2016/04/01 by Lukasz.Furman
changed pawn actions to gameplay tasks
#jira FORT-21314
Change 2930987 on 2016/04/01 by Billy.Bramer
- Add method to data table to get all rows as a type
- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"
Change 2929651 on 2016/03/31 by Nick.Cooper
#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress
#jira FORT-21330
#RB ben.zeigler
Change 2929360 on 2016/03/31 by Daniel.Broder
Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.
Thanks to Bob for what I needed to check to early-out and avoid the crash.
#RB Bob.Tellez
#UE4
Change 2928845 on 2016/03/31 by Nicholas.Davies
Add fix for chat text not clearing
#jira FORT-22049 Textbox does not clear when text is sent through chat
Change 2928574 on 2016/03/30 by Ben.Zeigler
Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect
Change 2928572 on 2016/03/30 by Ben.Zeigler
#Jira FORT-20763
Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load
Change 2928436 on 2016/03/30 by Bob.Tellez
#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.
Change 2928372 on 2016/03/30 by Bob.Tellez
#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.
Change 2926805 on 2016/03/29 by Bob.Tellez
#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.
Change 2926752 on 2016/03/29 by Bob.Tellez
#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.
Change 2926189 on 2016/03/29 by Rob.Cannaday
Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
#jira FORT-18947
#jira OR-17695
#tests golden path
Change 2924921 on 2016/03/28 by Lukasz.Furman
removed log message showing as navmesh generation error when it skips over degenerated poly
#fortnite
Change 2924843 on 2016/03/28 by Lukasz.Furman
added more debug logs for navmesh's failed triangulate()
#jira FORT-22186
Change 2924719 on 2016/03/28 by Lukasz.Furman
fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
#jira FORT-22132
Change 2921698 on 2016/03/24 by Lukasz.Furman
fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
#fortnite
Change 2920395 on 2016/03/23 by Bob.Tellez
#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.
Change 2920343 on 2016/03/23 by Ben.Zeigler
In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
#RB josh.markiewicz
Change 2920310 on 2016/03/23 by Bob.Tellez
#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init
Change 2920254 on 2016/03/23 by Aaron.McLeran
FORT-22090 Re-disabling reverb.
Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037
Change 2920249 on 2016/03/23 by Rob.Cannaday
Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
Don't trigger "member left" type events if we are leaving the party
#jira FORT-20422
#jira FORT-21726
Change 2920178 on 2016/03/23 by Bob.Tellez
#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.
Change 2919858 on 2016/03/23 by Bob.Tellez
#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.
Change 2919775 on 2016/03/23 by Bob.Tellez
#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.
Change 2919233 on 2016/03/22 by Bob.Tellez
#UE4 Removing a warning that is pretty chatty in our cooked logs.
Change 2919125 on 2016/03/22 by Bob.Tellez
#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.
Change 2918831 on 2016/03/22 by Bob.Tellez
#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.
#JIRA FORT-22054
Change 2917722 on 2016/03/21 by Ben.Zeigler
Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
Resave assets that directly referenced FortniteServer
Change 2917588 on 2016/03/21 by Bob.Tellez
#UE4 Fixed shadow variable that I introduced
Change 2914169 on 2016/03/17 by Ben.Zeigler
Disable extra logging that was added to track down Auth issues, they look to be resolved
Change 2912626 on 2016/03/16 by Bob.Tellez
#UE4 Success messages should not be warnings.
Change 2911171 on 2016/03/15 by Bob.Tellez
#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading
Change 2911170 on 2016/03/15 by Billy.Bramer
#jira [FORT-6139]
Trap models persist after destroying supporting structure in Outpost
- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs
Change 2911009 on 2016/03/15 by Bob.Tellez
#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.
#JIRA FORT-21605
Change 2910295 on 2016/03/15 by Bob.Tellez
#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.
Change 2909324 on 2016/03/14 by Bob.Tellez
#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.
Change 2905920 on 2016/03/11 by Lukasz.Furman
fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
#fortnite
Change 2905612 on 2016/03/11 by Bob.Tellez
#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.
[CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
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void StartSpawning();
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void OnSpawningFailure();
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bool IsNavMeshReady() const;
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FTimerHandle NavmeshDelayTimer;
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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
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};
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2021-02-03 14:57:28 -04:00
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/**
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* FuntionalAITest
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*
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* Functional AI Test using a regular FAITestSpawnSet as a default SpawnSet class type.
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*/
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UCLASS(Blueprintable)
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class FUNCTIONALTESTING_API AFunctionalAITest : public AFunctionalAITestBase
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{
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GENERATED_BODY()
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public:
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/** Iterate through the list of spawn sets and execute Predicate on each in a const-correct way. */
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virtual void ForEachSpawnSet(TFunctionRef<void(const FAITestSpawnSetBase&)> Predicate) const override;
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/** Iterate through the list of spawn sets and execute Predicate on each. */
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virtual void ForEachSpawnSet(TFunctionRef<void(FAITestSpawnSetBase&)> Predicate) override;
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/** Iterate through the list of spawn sets and remove the spawn set if Predicate returns true. */
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virtual void RemoveSpawnSetIfPredicate(TFunctionRef<bool(FAITestSpawnSetBase&)> Predicate) override;
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/** Return the SpawnSet at this index of the SpawnSets array. Const-correct version. */
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virtual const FAITestSpawnSetBase* GetSpawnSet(const int32 SpawnSetIndex) const override;
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/** Return the SpawnSet at this index of the SpawnSets array. */
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virtual FAITestSpawnSetBase* GetSpawnSet(const int32 SpawnSetIndex) override;
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/** Return whether the index is valid in the SpawnSets array. */
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virtual bool IsValidSpawnSetIndex(const int32 Index) const override;
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=AITest)
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TArray<FAITestSpawnSet> SpawnSets;
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};
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