2019-12-26 15:33:43 -05:00
|
|
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
|
|
|
|
|
#pragma once
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
|
|
|
|
|
|
|
|
#include "CoreMinimal.h"
|
|
|
|
|
#include "UObject/ObjectMacros.h"
|
2022-05-02 18:06:48 -04:00
|
|
|
#include "AssetRegistry/AssetData.h"
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
|
|
|
#include "EdGraph/EdGraphSchema.h"
|
2014-03-14 14:13:41 -04:00
|
|
|
#include "AnimationStateMachineSchema.generated.h"
|
|
|
|
|
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
|
|
|
class FMenuBuilder;
|
|
|
|
|
class UEdGraph;
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
/** Action to add a node to the graph */
|
|
|
|
|
USTRUCT()
|
|
|
|
|
struct ANIMGRAPH_API FEdGraphSchemaAction_NewStateNode : public FEdGraphSchemaAction
|
|
|
|
|
{
|
2015-03-17 06:17:32 -04:00
|
|
|
GENERATED_USTRUCT_BODY()
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
UEdGraphNode* NodeTemplate;
|
|
|
|
|
|
|
|
|
|
FEdGraphSchemaAction_NewStateNode()
|
|
|
|
|
: FEdGraphSchemaAction()
|
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
|
|
|
, NodeTemplate(nullptr)
|
2014-03-14 14:13:41 -04:00
|
|
|
{}
|
|
|
|
|
|
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3379190)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3342222 on 2017/03/10 by Nick.Darnell
UMG - Adding a GetContent to the UContentWidget.
Change 3342228 on 2017/03/10 by Nick.Darnell
Project Launcher - Always consume mouse wheel vertically so it stops scrolling to the right.
Change 3342310 on 2017/03/10 by Nick.Darnell
UMG - Cleaning up some extra class references.
Change 3343382 on 2017/03/13 by Jamie.Dale
Applying optimization to FChunkManifestGenerator::ContainsMap
Change 3343523 on 2017/03/13 by Mike.Fricker
New details view option: "Show Hidden Properties while Playing"
- Enabling this allows you to see every property on selected objects that belong to a simulating world, even non-visible and non-editable properties. Very useful for inspection and debugging.
- Remember to change World Outliner to show you actors in the "Play World" if you want to select and inspect those objects first!
- This setting is saved for your entire project, similar to "Show All Advanced"
Change 3343573 on 2017/03/13 by Mike.Fricker
New details view option: "Show Hidden Properties while Playing" (part 2)
- Fixed missing include / unity issue
Change 3343709 on 2017/03/13 by Jamie.Dale
Some fixes for gathering cached dependency data
- We no longer load dependency data that doesn't have the correct package name.
- We no longer populate the dependency results when bGatherDependsData is false.
Change 3343900 on 2017/03/13 by Alexis.Matte
fix crash when creating too much LOD at import
#jira UE-42785
Change 3344104 on 2017/03/13 by Alexis.Matte
Add a boolean to the static mesh socket so we know if the socket was imported or created in UE4. This allow us to not impact editor socket when we re-import a fbx
#jira UE-42736
Change 3344802 on 2017/03/14 by Michael.Dupuis
#jira UE-42244 : added missing nullptr so render thread wont try to access global var when we're no longer in landscape mode
Changed the sync method between graphic resource from render thread and game thread to prevent desync
Change 3346061 on 2017/03/14 by Jamie.Dale
Adding const& and && overloads of FText::Format
Change 3346192 on 2017/03/14 by Arciel.Rekman
Linux: fix VHACD to retain bincompat with the baseline (UE-42895).
- It is now compiled against libc++ instead of libstdc++ in the toolchain.
Change 3347083 on 2017/03/15 by Andrew.Rodham
Fixed crash when changing anchors on a background blur widget
Change 3347359 on 2017/03/15 by Michael.Dupuis
#jira UE-38193:
Added Rename, Delete, New Folder, Size Map, Show In Explorer for folder and asset in the path view and asset view
Change 3347382 on 2017/03/15 by Michael.Dupuis
missing include incremental
Change 3347500 on 2017/03/15 by Alex.Delesky
#jira UE-41231 - Selecting multiple text widgets in UMG will now allow you to set their value correctly, and the "Multiple Values" text will no longer be set in the widgets instead.
Change 3347920 on 2017/03/15 by Jamie.Dale
Fixing some places passing tooltips as FString rather than FText
#jira UE-42603
Change 3347925 on 2017/03/15 by Jamie.Dale
Re-saving some assets so their tooltips can be gathered
#jira UE-42603
Change 3348788 on 2017/03/15 by Jamie.Dale
Updated the Windows platform to use the newer Vista+ style browser dialogs, rather than the older XP style dialogs
Change 3349187 on 2017/03/16 by Andrew.Rodham
Sequencer: Added the ability to specify additional event receivers for level sequence actors
- Such actors will receive events from event tracks
Change 3349194 on 2017/03/16 by Andrew.Rodham
Sequencer: Reset compiled templates on load in the editor, and ensure correct serialization of generation ledger
- Resetting on load means that we guarantee up-to-date templates, even if underlying compilation logic changes.
#jira UE-42198
#jira UE-40969
Change 3349210 on 2017/03/16 by Andrew.Rodham
Sequencer: Event tracks can now be defined to trigger events at the start of evaluation, after objects are spawned, or at the end of evaluation
Change 3349211 on 2017/03/16 by Andrew.Rodham
Sequencer: Add ability to retrieve bound objects from blueprint
Change 3349398 on 2017/03/16 by Nick.Darnell
UMG - Fixing a flashing hierarchy view. Looks like assets continuing to stream in causing the object change notification to continue to fire, and the widget designer refreshed any time it happened. Now limit to only if widgets are changing.
Change 3349420 on 2017/03/16 by Alex.Delesky
#jira UE-40720 - Multiline editable text boxes can now be set to Read-Only.
Change 3349548 on 2017/03/16 by Alexis.Matte
Fbx importer, when importing a staticmesh with combine mesh option check and the fbx file contain some "MultiSub Material" the materialinstance are now always hook properly.
Change 3349818 on 2017/03/16 by Cody.Albert
Fixed constructor for FNavigationMetaData
Change 3350047 on 2017/03/16 by Cody.Albert
Removed unneeded check so that children actors are never orphaned when their parent is moved into a newly created folder in the world outliner
Change 3350072 on 2017/03/16 by Arciel.Rekman
ShaderCompiler: make sure strings are at least 4-byte aligned.
- Can crash wcscpy() under Linux otherwise (reported by a licensee).
Change 3350146 on 2017/03/16 by Arciel.Rekman
Fix CodeLite project generation (UE-42921).
- Reportedly causes a crash in CodeLite 10.x
Change 3350235 on 2017/03/16 by Arciel.Rekman
Fix memory leak in address symbolication on Linux.
- Makes MallocProfiler work again.
- Also add progress update in MallocProfiler since symbolication is still slow.
Merging CL 3338764 from Fortnite to Dev-Editor.
Change 3350382 on 2017/03/16 by Arciel.Rekman
Linux: fix incorrect cast of rlimit in i686.
Change 3350471 on 2017/03/16 by Jamie.Dale
Enabling loc dashboard by default for new projects
Change 3350516 on 2017/03/16 by Jamie.Dale
Enabling content hot-reloading by default
Change 3350582 on 2017/03/16 by Cody.Albert
Corrected Widget Interaction Component to use current impact point instead of last impact point
Change 3350945 on 2017/03/16 by Jamie.Dale
Gave FConfigFile::FindOrAddSection API linkage
Change 3351441 on 2017/03/17 by Michael.Dupuis
#jira UE-42843: Fixed Transaction begin/end order issue happening with min slider passing max slider value
Add support for multiple selection value display
Change 3351558 on 2017/03/17 by Michael.Dupuis
#jira UE-42845: Always refresh the detail panel to properly update for selection change, delete, etc.
Change 3351657 on 2017/03/17 by Matt.Kuhlenschmidt
Adding USD Third Party dependencies
Change 3351665 on 2017/03/17 by Matt.Kuhlenschmidt
Added experimental USD Importer Plugin
This plugin supports basic static mesh importing and scene creation of actors using static meshes
Change 3351682 on 2017/03/17 by Matt.Kuhlenschmidt
Enabling USD importer in engine test project for automation tests
Change 3351749 on 2017/03/17 by Alexis.Matte
Make sure the selection proxy is off for the skeletal mesh component. UE4 use the selection outline instead
#jira UE-41677
Change 3351831 on 2017/03/17 by Michael.Dupuis
#jira UETOOL-1102:
Added HSV controls to Color Grading
Some look improvement for RGV/HSV
Color Grading refactor
Group Reset bug fix (relevant only to color grading)
Change 3352041 on 2017/03/17 by Matt.Kuhlenschmidt
Updated USD plugin whitelisting
Change 3352093 on 2017/03/17 by Michael.Dupuis
when FREEZERENDERING is called, stop the foliage culling too
Change 3352211 on 2017/03/17 by Alexis.Matte
Fix the physic asset missing skeleton warning
#jira UE-43006
Change 3352336 on 2017/03/17 by Alexis.Matte
We now allow a negative W value of the ScreenPoint vector in the ScreenToPixel function. In this case we simply reverse the W value to kept the manipulator direction on the good side.
#jira UE-37458
Change 3352947 on 2017/03/17 by Phillip.Kavan
#jira UE-42510 - Instanced static mesh transform edits are now reflected in the Blueprint editor's preview scene.
Change summary:
- Added IPropertyHandle::GetValueBaseAddress() (interface).
- Modified IPropertyHandle::NotifyPostChange() to include EPropertyChangeType as an optional input.
- Added FPropertyHandleBase::GetValueBaseAddress() (implementation).
- Modified FPropertyHandleBase::NotifyPostChange() to include the optional input arg in the property change event.
- Modified FPropertyHandleBase::CreatePropertyNameWidget() to clear the override text after temporarily replacing display name/tooltip text for the creation of the SPropertyNameWidget. This was done to allow for transactions to be named according to the property that's being modified.
- Modified FMathStructProxyCustomization::OnValueCommitted() to only apply the input value while not interactively editing via spinbox as well as when not post-processing an undo/redo (which can trigger a focus loss).
- Modified the FMathStructProxyCustomization::OnEndSliderMovement() delegate to include property handle and proxy value input parameters, as well as to call FlushValues() as part of the implementation.
- Modified FlushValues() for each of FMatrixStructCustomization, FTransformStructCustomization and FQuatStructCustomization to explicitly handle both propagation and transaction processing.
- Modified UInstancedStaticMeshComponent::UpdateInstanceTransform() to call Modify() prior to applying changes (so that the previous state is recorded when inside a transaction context).
- Modified FInstanceStaticMeshSCSEditorCustomization::HandleViewportDrag() to propagate changes to all instances of the ISMC archetype.
Known issues:
- Using the spinbox to edit instanced mesh transform values in the Blueprint editor will not apply the change to instances in the level editor until after you release the mouse button (i.e. - it will not be shown as a "live" update).
Change 3353678 on 2017/03/20 by Michael.Dupuis
properly unfreeze the culling of foliage when toggling the freezerendering command
Change 3353747 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3372: Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) (Contributed by SRombauts)
Change 3353749 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3373: Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) (Contributed by SRombauts)
Change 3353754 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3390: Allow OBJ imports to change if materials and textures are also imported (Contributed by mmdanggg2)
Change 3353909 on 2017/03/20 by Matt.Kuhlenschmidt
Fixed actors showing thumbnails in details panel and made a few other tweeks to thumbnail displays in details panels
- The color of the accepted type is now shown properly
- All object based properties now have thumbnails on by default.
Change 3353948 on 2017/03/20 by Nick.Darnell
UMG - Updating the background blur widget's upgrade code to use the custom version, and handling older cases that were continuing to generate blur slots, even when already upgraded.
Change 3354335 on 2017/03/20 by Nick.Darnell
Paragon - Excluding Archetype objects from reporting references, which causes crashes in the fast template mode.
Change 3354495 on 2017/03/20 by Nick.Darnell
Core - Making it so order that outers are discovered does not matter, initializing the chain of outers if hasn't been created when instancing subobjects.
Change 3354578 on 2017/03/20 by Nick.Darnell
Slate - There's now a console variable option, Slate.VerifyHitTestVisibility (off by default) which enables additional visibility checks for widgets. Normally this isn't nessesary, but if you're changing the visibility of widgets during a frame, and several hit tests need to be performed that frame there's a chance that a button could be clicked twice in one frame. Enabling this mode will make all hit testing more expensive, so for now it's off by default, but available for licensees that need the extra testing.
Change 3354737 on 2017/03/20 by Nick.Darnell
Core - Adding a fix to Dev-Editor from that enables objects in the same package being requested to also be loaded. This came about during async streaming callbacks alerting that a requested class was done loading, but there were still other assets in the package 'not loaded' but were available, just needed post load called on them.
Change 3355923 on 2017/03/21 by Yannick.Lange
VR Editor: - Remove unnecessary cleanup functions.
- Initialize with VR Mode and remove SetOwner function, since it shouldn't be possible to reset the VR Mode afterwards.
Change 3355959 on 2017/03/21 by Yannick.Lange
VR Editor: - Rename VREditorWorldInteraction to VREditorPlacement, to avoid confusion with ViewportWorldInteraction. VREditorPlacement will only handle placing objects from content browser in the VR Mode.
- Removed SnapSelectedActorsToGround to VREditorMode.
Change 3355965 on 2017/03/21 by Yannick.Lange
VR Editor: Forgot to add files to previous submit 3355959.
Change 3355977 on 2017/03/21 by Yannick.Lange
VR Editor: Remove function to add a new extension with TSubclassOf<UEditorWorldExtension>.
Change 3356017 on 2017/03/21 by Yannick.Lange
VR Editor: - UI system check owner VRMode.
- UI system fix check on VRMode on shutdown.
Change 3356028 on 2017/03/21 by Nick.Darnell
Slate - SButton now correctly releases mouse capture even if it becomes disabled while pressed, but before 'click' has been fired.
#jira UE-42777
Change 3356071 on 2017/03/21 by Yannick.Lange
VR Editor: Copy of change 3353663.
- Fix having to press once on the landscape to see the visuals for landscape editing.
- Fix when sculpting/painting the position wouldn't update.
- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
- Cleanup FLandscapeToolInteractorPosition.
- Change from 3353663: Use TStrokeClass::UseContinuousApply and TimeSinceLastInteractorMove to decide when to apply ToolStroke on tick.
Change 3356180 on 2017/03/21 by Michael.Dupuis
Added ShowFlag Foliage Occlusion Bounds
Fixed non initialized variable
Expose changing Min Occlusion Bounds instead of assuming 6
#rn none
Change 3356347 on 2017/03/21 by Nick.Darnell
UMG - Introducing a faster CreateWidget. When cooking, the widget compiler now generates a widget template/archetype that is stored in the same package as the generated blueprint class. During compiling we generate a nearly fully initialized widget tree including all sub userwidgets and their trees, hookup all member variables, initialize named slots, setup any animations...etc. This nearly fully constructed widget can be instanced using it as an archetype in the NewObject call, and does not have to use the correspondingly slow StaticDuplicateObject path. There are restrictions on this method, part of the compiling step for widgets now inspects if the instancing would be successful, or if there would be GLEO references after instancing because a user forgot to setup Instanced on a subobject property. Luckily that should be few and far between, all UVisuals (Widgets & Slots) are now DefaultToInstanced, which takes care of the overwhelming cases that demand the instanced flag. Especially given the bulk of cases using BindWidget in native code.
UMG - Removing a lot of deprecated functions from 4.8 on UUserWidget.
Change 3356357 on 2017/03/21 by Nick.Darnell
Build - Fixing some IWYU issues on the incremental build.
Change 3356461 on 2017/03/21 by Nick.Darnell
Build - Fixing linux build errors.
Change 3356468 on 2017/03/21 by Jamie.Dale
STextPropertyEditableTextBox now handles empty texts correctly
Change 3356916 on 2017/03/21 by Matt.Kuhlenschmidt
Fixed a crash when a material render proxy on a preview node is deleted when it is in flight on the render thread
#jira UE-40556
Change 3357033 on 2017/03/21 by Alexis.Matte
Fix crash when importing file with import commandlet
Make sure path are combine properly to avoid crash
Add some missing pointer check
Make sure the asset are save when there is no source control
#jira UE-42334
Change 3357176 on 2017/03/21 by Alex.Delesky
#jira UE-42445 - TMaps now support editing the values of structs that act as map keys. TMaps with struct keys will now show the types of their elements in the details panel as well, and structs will now also display numbers next to set elements.
Change 3357197 on 2017/03/21 by Alex.Delesky
#jira none - Fixing build issue for TMap key struct change.
Change 3357205 on 2017/03/21 by Michael.Dupuis
Forgot to reset min granularity to 6 from testing
Change 3357340 on 2017/03/21 by Arciel.Rekman
Mark FMallocAnsi (standard libc malloc) thread-safe on Linux.
Change 3357413 on 2017/03/21 by matt.kuhlenschmidt
Added '/Game/Effects/Fort_Effects/Materials/Smoke/M_Main_Smoke_Puff.M_Main_Smoke_Puff' to collection 'MattKTest'
Upgraded collection 'MattKTest' (was version 1, now version 2)
Change 3357505 on 2017/03/21 by Alexis.Matte
Fix to avoid changing the CDO of FbxAssetImportData. The UI was saving the Config which was saving the CDO. But already serialized data will be reload badly if the CDO change since we serialize only the diff.
#jira UE-42947
Change 3357825 on 2017/03/21 by Arciel.Rekman
Clean up the large thread pool on exit.
- Seems like the destruction was missed in the original CL 2785131 (12/1/15).
- Fixes problems when threads were allocated in memory that is being cleaned up in another place on exit.
Change 3358086 on 2017/03/22 by Yannick.Lange
VR Editor: - Fix gizmo scaling down when dragging the world.
- Fix gizmo scaling down when dragging rotation handle.
Change 3358175 on 2017/03/22 by Andrew.Rodham
Sequencer: Made ALevelSequenceActor::AdditionalEventReceivers advanced display
Change 3358367 on 2017/03/22 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3358457 on 2017/03/22 by Yannick.Lange
VR Editor: Deleting unused UI assets.
Change 3358801 on 2017/03/22 by Matt.Kuhlenschmidt
Guard against crash if the level editor is shut down when the object system has already been shut down
#jira UE-35605
Change 3358897 on 2017/03/22 by matt.barnes
Checking in WIP test content for UEQATC-1635 (UMG Navigation)
Change 3358976 on 2017/03/22 by Alex.Delesky
#jira none - Fixing an issue where ItemPropertyNode could potentially dereference a null property
Change 3358987 on 2017/03/22 by Yannick.Lange
VR Editor: Fix warning: Can't find file for asset '/Engine/VREditor/UI/VRButtonBackground' while loading ../../../Engine/Content/VREditor/Devices/Vive/VivePreControllerMaterial.uasset.
Change 3359067 on 2017/03/22 by Yannick.Lange
VR Editor: Fix Radial Menu remains on controller after exiting VR Preview
#jira UE-42885
Change 3359179 on 2017/03/22 by Matt.Kuhlenschmidt
Fixed "Multiple Values" in Body Setup when single bone has multiple bodies
#jira UE-41546
Change 3359626 on 2017/03/22 by Arciel.Rekman
Linux: pool OS allocations.
- Add a TMemoryPool and TMemoryPoolArray classes that can be used with any type of OS allocator functions.
- Add ability to bypass CachedOSPageAllocator for given sizes. Also, corrected the condition on AllocImpl to match one on FreeImpl.
- Switch Linux to pool mmap()/munmap() by default (helps 32-bit Linux and also speeds up 64-bit one), except 64-bit servers.
- Add a test to TestPAL to check performance and thread safety.
- Misc. fixes.
Change 3359989 on 2017/03/23 by Andrew.Rodham
Sequencer: Binding overrides improvements
- Added the ability to override spawnable bindings
- Added the ability to override bindings in sub sequences
- Deprecated "Get Sequence Bindings" node in favor of "Get Sequence Binding", which is more robust, and provides a better UI/UX for selecting single bindings
#jira UE-42470
Change 3360369 on 2017/03/23 by Alexis.Matte
Fix the staticmesh conversion from UE4 4.13 to earlier UE4 versions
#jira UE-42731
Change 3360556 on 2017/03/23 by Andrew.Rodham
Sequencer: Added drag/drop support for binding overrides
- You can now drag and drop sequencer object binding nodes into blueprint graphs (to create 'Get Sequence Binding' nodes), and onto binding overrides specified on level sequence actors.
Change 3360618 on 2017/03/23 by Arciel.Rekman
Make Binned2 work on Mac.
- Game/server will use Binned2 by default.
Change 3360838 on 2017/03/23 by Nick.Darnell
CommonUI - Making the SingleMaterialStyleMID property transient. It had been serialized mistakenly onto several widgets when it appears the intent is to dynamically allocate it upon demand.
Change 3360841 on 2017/03/23 by Nick.Darnell
UMG - Updating the editor to use DuplicateAndInitializeFromWidgetTree, so that Initialize is properly called when duplicating sub widget trees.
Change 3362561 on 2017/03/24 by Matt.Kuhlenschmidt
Fixed text outlines being cropped at large sizes
#jira UE-42647
Change 3362565 on 2017/03/24 by Matt.Kuhlenschmidt
Added automation test for font outlines
Change 3362567 on 2017/03/24 by Matt.Kuhlenschmidt
Resaved this file to fix 0 engine version warnings
Change 3362582 on 2017/03/24 by Yannick.Lange
VR Editor: - Fix log warnings when teleporting.
- Fix undo/redo when using teleport scaling.
- Improved teleport scaling and push/pull input.
#jira UE-43214
Change 3362631 on 2017/03/24 by Jamie.Dale
Split the monolithic culture concept in UE4
UE4 has historically only supported the concept of a single monolithic "culture" that applied to both text localization and internationalization, as well as all asset localization. Typically the "culture" was set to the "locale" of the OS, however that could be undesirable or incorrect on platforms (such as newer versions of Windows) that have a distinct concept of "language" (for localization) and "locale" (for internationalization).
This change splits the concept of "culture" into "language" and "locale", and also adds the concept of "asset groups". The language is now used to work out which localization we should use, and the locale is used to control how numbers/dates/times/etc are formatted within our internationalization library.
Asset groups expand on the language used by asset localization and allow you to create a group of asset classes that can be assigned a different culture than the main game language. A typical use-case of this would be creating an "audio" group that could, for example, be set to Japanese while the rest of the game runs in English.
If your game doesn't care about the distinction between language and locale, and doesn't need to use asset groups, then you're able to continue to use "culture" as you always have. If, however, you do care about those things, then you'll likely want to avoid using the "culture" directly (as it's now a very aggressive setting that overrides all others), and instead favor using language/locale (games will typically treat these as the same) and asset groups as separate concepts (both in settings, and in your in-game UI).
The language or locale for a game can be controlled by settings within the "Internationalization" section of your configs (this would typically be set in your GameUserSettings config, in the same way that "culture" works), eg)
[Internationalization]
language=fr
locale=fr
The asset groups for a game can be controlled by settings within the "Internationalization.AssetGroupClasses" and "Internationalization.AssetGroupCultures" sections of your configs (the asset group class definition would typically be set in your DefaultGame config, and the cultures the groups use would typically be set in your GameUserSettings config), eg)
[Internationalization.AssetGroupClasses]
+Audio=SoundWave
+Audio=DialogueWave
[Internationalization.AssetGroupCultures]
+Audio=ja
#jira UE-38418
#jira UE-43014
Change 3362798 on 2017/03/24 by Nick.Darnell
UMG - Putting the finishing touches on the hardware cursor system. Can now load them from blueprints, and there are options for setting them up in the project settings.
UMG - Deprecating the old properties for software widget cursors. They've been moved into a map that can handle any of the mouse cursors as the enum key, which was always the intent/desire but maps couldn't be used as UProperties then.
Change 3362805 on 2017/03/24 by Jamie.Dale
PR #3397: Allow empty source to override display string (Contributed by jorgenpt)
Change 3363039 on 2017/03/24 by Jamie.Dale
Use the pre-scaled font height where possible to avoid an extra multiply
Change 3363188 on 2017/03/24 by Joe.Graf
Added support for -iterate for content plugins that require path remapping during cook/packaging
#CodeReview: matt.kuhlenschmidt
#rb: matt.kuhlenschmidt
Change 3363355 on 2017/03/24 by Nick.Darnell
UMG - Removing the CookAdditionalFiles function in UserInterfaceSettings.
Change 3363672 on 2017/03/24 by Matt.Kuhlenschmidt
Material thumbnails now respect used particle system sprites flag and show a quad insead of a sphere by default. For this change I added the ability to have per asset type override for the default thumbnail shape and I added a way to reset thumbnails to default. All existinging particle system materials that have not had a custom thumbnail will have to be reloaded and resaved for this to work
#jira UE-42410
Change 3363699 on 2017/03/24 by Mike.Fricker
VR Editor: Improved extensibility (for mesh editor)
- This was merged from CL 3352612 and re-opened for edit before commit
- All mesh editor changes were stripped before merging
Change 3363784 on 2017/03/24 by Matt.Barnes
Adding content for tests following UEQATC-3548
Change 3363872 on 2017/03/24 by Arciel.Rekman
Linux: require user to setup clang/clang++ for building hlslcc.
- Earlier we tried to handle most common scenarios since libhlslcc needed to be built during the setup. Now that we supply a prebuilt version we don't need to be as user friendly, especially given that the attempts to second guess the compiler started to look complicated.
Change 3364089 on 2017/03/24 by Matt.Kuhlenschmidt
Fix CIS
Change 3364381 on 2017/03/24 by JeanMichel.Dignard
UV Packing optim
- Use horizontal segments instead of checking texel by texel to fit source chart in layout.
- Skip a couple of rasterize by flipping either the X texels or the Y texels when possible.
- Keep the best chart raster so that we don't need to reraster when adding the chart to the layout.
- Added a lightmap UV version in StaticMesh so that we don't invalidate the lighting cache. Only use the new lightmap UV generation when going through UStaticMesh::Build which invalidates the lighting.
Change 3364587 on 2017/03/24 by Arciel.Rekman
Fix ordered comparison warning from clang 4.0.
Change 3364596 on 2017/03/24 by Arciel.Rekman
Linux: fix editor being stuck (hack).
- Rebuilt hlslcc in Debug.
Change 3364863 on 2017/03/25 by Max.Chen
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3364864 on 2017/03/25 by Max.Chen
Sequencer: Integrating fix from licensee to ensure FVirtualTrackArea::HitTestSection checks the row of the section
Change 3364865 on 2017/03/25 by Max.Chen
Cine Camera: Default post process depth of field method to CircleDOF and use that setting in UpdateCameraLens.
#jira UE-40621
Change 3364866 on 2017/03/25 by Max.Chen
GitHub #3183: Conversion to base class is inaccessible.
Change 3364869 on 2017/03/25 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The setting is only used to initialize the time snapping interval of the level sequence. Added translate keys with ctrl and left-right arrows.
#jira UE-41009
#jira UE-41210
Change 3364870 on 2017/03/25 by Max.Chen
Sequencer: Added translate keys with ctrl and left-right arrows.
#jira UE-41210
Change 3364871 on 2017/03/25 by Max.Chen
Sequencer: Add level sequence actor customization to open sequencer from the details panel. For matinee parity.
#jira UE-41459
Change 3364879 on 2017/03/25 by Max.Chen
Sequencer: Duplicate shot should put the duplicate on the next available row, keeping the start/end times the same.
#jira UE-41289
Change 3364880 on 2017/03/25 by Max.Chen
Sequencer: Opening the API for MovieSceneAudio-related classes along with some minor functionality additions:
- Adding _API specifiers to MovieSceneAudioTrack, MovieSceneAudioSection, and FAudioTrackEditor so they can be subclassed in other modules.
- Made GetSoundDuration function in MovieSceneAudioTrack.cpp a member function so it's functionaliy could be reused by subclasses.
- Adding ability to specify delegates for OnQueueSubtitles, OnAudioFinished, and OnAudioPlaybackPercent in a MovieSceneAudioSection, and have them automatically assigned to any AudioComponents that are played by the MovieSceneAudioTemplate
Change 3364884 on 2017/03/25 by Max.Chen
Sequencer fbx import
- Removed the PostRotation compensation as it was setuped for 3ds max.
- On import, add a rotation to camera and light animation keys like we do on export.
- Merge the component local transform with the ActorNode transform when exporting only one component that isn't the root component in fbx since we're not creating child nodes in that case.
#jira UE-34692
Change 3364885 on 2017/03/25 by Max.Chen
Sequence Recorder: Fix crash when clearing properties to record.
#jira UE-41873
Change 3364886 on 2017/03/25 by Max.Chen
Sequencer: Add error when attempting to add a circularly dependent level sequence
#jira UE-22358
Change 3364890 on 2017/03/26 by Max.Chen
Sequencer: Added ability to specify a 'notify' function to property instance bindings
- When specified, the (parameterless) function will be called after a property is set
Change 3364891 on 2017/03/26 by Max.Chen
Sequencer: Various fixes to thumbnails
- Fixed alpha blending being used when presenting the full screen quad for thumbnails
Change 3364892 on 2017/03/26 by Max.Chen
Sequencer: PreRoll and PostRoll is now exposed at the section level, for all sections
- For the majority of sections this will be unimplemented, but it will allow for some tracks to set up their data ahead of time
Change 3364896 on 2017/03/26 by Max.Chen
Sequencer: Add segment flags to equality operator for movie scene evaluation segments
- This prevents them from being accumulated into adjacent segments of the same index and forced time, but differing flags
Change 3364897 on 2017/03/26 by Max.Chen
Sequencer: Fixed "Evaluate in preroll" and "Evaluate in Postroll" options
- Pre and postroll flags now come through on compiled segments, so the previous manual logic for sub sections is obsolete; we can just use the compiled segment data directly.
Change 3364898 on 2017/03/26 by Max.Chen
Sequencer: Moved track options to be accessible on all nodes, and operate on all selected tracks
Change 3364902 on 2017/03/26 by Max.Chen
Sequencer: Ensure evaluation flags are considered when compiling segments from external sequences
- This ensures that preroll regions in sub sequences are correctly evaluated when their parent section has preroll
- Changed high pass blending to always allow preroll
Change 3364903 on 2017/03/26 by Max.Chen
Engine: Moved proxy mesh transform update out of camera view computation code
- GetCameraView can happen as part of end of frame updates, which will assert if any changes of transform happen during its processing
Change 3364908 on 2017/03/26 by Max.Chen
Sequencer: Added visualization of pre and postroll on sections
Change 3364909 on 2017/03/26 by Max.Chen
Sequencer: Prevent MovieSceneCompiler from removing preroll segments
Change 3364910 on 2017/03/26 by Max.Chen
Sequencer: MediaPlayer PreRoll/PostRoll fix
- Handle PreRoll/PostRoll on sub scenes that have a start offset
Change 3364922 on 2017/03/26 by Max.Chen
Sequencer: Add check for valid property before dereferencing.
#jira UE-40951
Change 3364923 on 2017/03/26 by Max.Chen
Sequencer: Fix MovieScene preroll so that it seeks to the start correct frame before the preroll.
Change 3364924 on 2017/03/26 by Max.Chen
Sequencer - change default behavior for pre/post roll evaluation
- MovieSceneTracks are NOT evaluated by default
Change 3364925 on 2017/03/26 by Max.Chen
Sequencer: Shot track rows now consider pre and post roll when being compiled
Change 3364926 on 2017/03/26 by Max.Chen
Sequencer: Added the ability to define shared execution tokens, identifyable with a unique identifier, and sortable based on a sort order (<=0: before standard tokens, >0: after other tokens)
Change 3364927 on 2017/03/26 by Max.Chen
Sequencer: Added the ability to selectively restore state for specific anim type IDs for a given object
- This allows us to specifically restore one particular type of animation for a given object (ie, transform, skeletal animation control, or motion blur)
Change 3364928 on 2017/03/26 by Max.Chen
Sequencer: Fixed sub-sub tracks not being present in master sequences
- In order to correctly handle preroll in inner-inner sequences, we need to have access to those tracks when compiling intermediate sub sections. By caching off all the inner templates, we can have access to these tracks to check whether they want to be evaluated in pre/post roll in the master sequence
Change 3364937 on 2017/03/26 by Max.Chen
Sequencer: Update cine camera component debug focus plane on tick, rather than in GetCameraView
#jira UE-41332
Change 3364938 on 2017/03/26 by Max.Chen
Sequencer: Fix crash inserting a level sequence with an invalid shot.
#jira UE-41481
Change 3364940 on 2017/03/26 by Max.Chen
Sequencer: Made handling of pre and post roll more consistent between explicit section pre/post roll and pre/post roll inherited from an outer sub section
Change 3364942 on 2017/03/26 by Max.Chen
Movie Scene Capture: Move EDL generation to setup instead of close to ensure it gets written out when capturing as a separate process.
#jira UE-41703
Change 3364943 on 2017/03/26 by Max.Chen
Sequencer: Prevent capturing movies in editor while a PIE session is running
#jira UE-41399
Change 3364944 on 2017/03/26 by Max.Chen
CIS fixes
Change 3364951 on 2017/03/26 by Max.Chen
Sequencer: Fix autokey not setting a keyframe for slate color with specified color.
#jira UE-41645
Change 3364952 on 2017/03/26 by Max.Chen
Sequencer: Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row
#jira UE-41684
Change 3364953 on 2017/03/26 by Max.Chen
Sequencer: Fix edl so that it doesn't write out when a shot is out of range. Also fixed not writing the EDL with the correct frame rate when exporting from the track. Reworked the cmx EDL so that its encoded in the same edit time space, including a blank slug at the beginning of the edit.
#jira UE-41925
Change 3364954 on 2017/03/26 by Max.Chen
Sequencer - Allow animating parameters on cascade effect components which aren't owned by an AEmitter.
Change 3364955 on 2017/03/26 by Max.Chen
Sequencer: Fixed sequencer anim instance not being used in the case where one was requested, but a different anim instance was already set
This fixes an issue when rendering in seaprate process, animations that were set up to use the sequencer instance would be controlled using montage animation instead.
Change 3364963 on 2017/03/26 by Max.Chen
Sequencer: Fix filtering to include child nodes.
#jira UE-42068
Change 3364964 on 2017/03/26 by Max.Chen
Sequencer: Enable UseCustomStartFrame and UseCustomEndFrame when rendering a single shot from the menu.
#jira UE-42021
Change 3364965 on 2017/03/26 by Max.Chen
Sequencer: Set the fade color in the track display
Change 3364966 on 2017/03/26 by Max.Chen
Sequencer: Show actor attached to label in attach section.
Change 3364967 on 2017/03/26 by Max.Chen
Sequencer: Fix static analysis warnings
Change 3364968 on 2017/03/26 by Max.Chen
Sequencer: Fix crash on converting to spawnable.
The previous implementation purported to allow null objects to set up spawnable defaults but it actually needed to compare the spawned object to the supported type. This new mechanism now allows the spawner to indicate that it accepts null objects and doesn't crash.
#jira UE-42069
Change 3364969 on 2017/03/26 by Max.Chen
Sequencer: Fixed crash caused by holding onto stale properties through a raw ptr
#jira UE-42072
Change 3364977 on 2017/03/26 by Max.Chen
Sequencer: Convert FLinearColor to FColor for fade.
#jira UE-41990
Change 3364978 on 2017/03/26 by Max.Chen
Sequencer: Limit GetAllSections to the sections that actually correspond to the track
#jira UE-42167
Change 3364979 on 2017/03/26 by Max.Chen
Sequencer: Filter root nodes too
#jira UE-42068
Change 3364980 on 2017/03/26 by Max.Chen
Sequencer: Filter relevant material parameters
#jira UE-40712
Change 3364982 on 2017/03/26 by Max.Chen
Sequencer: Remove audio range bounds which clamps to the section bounds (needed for evaluating in pre and post roll)
Change 3364983 on 2017/03/26 by Max.Chen
Sequencer: Add socket name to attach track section.
Change 3364984 on 2017/03/26 by Max.Chen
Sequencer: Fix sub track node deletion so that all the sub tracks aren't deleted, only the row being requested.
#jira UE-40955
Change 3364988 on 2017/03/26 by Max.Chen
Sequencer: Invalidate expired objects when blueprints are compiled. Fix actor references now handles sections that need to have their guids updated (ie. attach tracks).
Change 3364994 on 2017/03/26 by Max.Chen
Sequencer: Audio waveforms now show peak samples with smoothed RMS in the center
- Audio row heights are now also resizable by dragging on the bottom end of the track lane in the track area view
Change 3364995 on 2017/03/26 by Max.Chen
UMG: Fix crash on undo
#jira UE-42210
Change 3365000 on 2017/03/26 by Max.Chen
Sequencer: Fix crash from GetCurrentValue.
Change 3365001 on 2017/03/26 by Max.Chen
Sequencer: Split "Snap to the Dragged Key" option into two options, pressed key and dragged key.
#jira UE-42382
Change 3365002 on 2017/03/26 by Max.Chen
Sequencer: Downgraded check to ensure for FMovieSceneEvalTemplateBase::GetScriptStructImpl()
Change 3365003 on 2017/03/26 by Max.Chen
Sequencer: Fixed section template script struct
- Because the cpp is not parsed by UHT, the empty template had its parent struct, rather than its own
- We now just return null, and handle empty segments correctly in the segment remapper as part of the track compilation
Change 3365013 on 2017/03/26 by Max.Chen
Sequencer: Added data validation on compiled template loads, and extra guards against misuse of movie scene types
Change 3365014 on 2017/03/26 by Max.Chen
Sequencer: Sequencer now re-evaluates when starting PIE or Simulate
- This can be disabled by disabling "Bind Sequencer to PIE" and "Bind Sequencer to Simulate" in PIE advanced settings
Change 3365015 on 2017/03/26 by Max.Chen
Sequencer: Fix edl files so that they don't write out empty range shots
Change 3365017 on 2017/03/26 by Max.Chen
Sequencer: Set max tick rate when in game.
#jira UE-41078
Change 3365018 on 2017/03/26 by Max.Chen
Sequencer: When finishing a scrub, playback status is now correctly set to stopped rather than stepping
- This fixes a hack that was previously in place from the old PostTickRenderFixup that caused it to run that step after scrubbing bad finished. This is no longer necessary, and actually breaks clicking to set the scrub position, as it now means that we step across the entire range between the previous and current time.
Change 3365022 on 2017/03/26 by Max.Chen
Sequencer: Insert shot now creates a shot at the current time and puts it on the next available row.
#jira UE-41480, UE-27699
Change 3365023 on 2017/03/26 by Max.Chen
Sequencer: Add loop selection range. If there is no selection range, loop mode is restricted to loop or no loop.
#jira UE-42285
Change 3365029 on 2017/03/26 by Max.Chen
Sequencer: Add hotkeys to set the selection range to the next and previous shot (page up, page down). Also, added hotkey to set the playback range to all the shots (end)
Change 3365030 on 2017/03/26 by Max.Chen
Sequencer: Fix particle system restore state so that it gets the proper initial active state of the particle system.
#jira UE-42861, UE-42859
Change 3365031 on 2017/03/26 by Max.Chen
Sequencer: Snap time when changing time snapping intervals.
#jira UE-42590
Change 3365032 on 2017/03/26 by Max.Chen
Sequencer: Add When Finished state to sections. By default, sections now restore state.
#jira UE-41991, UE-31569
Change 3365033 on 2017/03/26 by Max.Chen
#jira UE-42028 "DialogueWave playback calls OnQueueSubtitles multiple times"
Only queue subtitles once per wave instance playback
Change 3365041 on 2017/03/26 by Max.Chen
Sequencer: Subscene hierarchical bias
Tracks can now be prioritized based on their subscene hierarhical bias value. Higher bias values take precedence.
#jira UE-42078
Change 3365042 on 2017/03/26 by Max.Chen
Sequencer: Generic paste menu for master (root) tracks.
Change 3365043 on 2017/03/26 by Max.Chen
Sequencer: Hierarchical bias for level visibility track
#jira UE-43024
Change 3365044 on 2017/03/26 by Max.Chen
Sequencer: Prevent throttling on editing keys/sections.
Change 3365045 on 2017/03/26 by Max.Chen
Sequencer: Set sequencer audio components bIsUISound to false so that they don't continue playing when the game is paused.
#jira UE-39391
Change 3365046 on 2017/03/26 by Max.Chen
Sequencer: Add missing BindLevelEditorCommands()
Change 3365049 on 2017/03/26 by Max.Chen
Sequencer: Set tick prerequites for spawnables when they are spawned.
#jira UE-43009
Change 3365050 on 2017/03/26 by Max.Chen
Sequencer: Jump to Start and End of playback shortcuts.
Rewind renamed to Jump to Start. Shortcut - up arrow.
Jump to End Shortcut - ctrl up arrow.
#jira UE-43224
Change 3365051 on 2017/03/26 by Max.Chen
Sequencer: Add last range to playback
Change 3365057 on 2017/03/26 by Max.Chen
Sequencer: Fix master sequence subscene generation times.
Change 3365058 on 2017/03/26 by Max.Chen
Sequencer: Fix paste so that it doesn't paste both onto object nodes and master tracks.
Change 3365059 on 2017/03/26 by Max.Chen
Sequencer: Fix crash pasting audio track.
Change 3365060 on 2017/03/26 by Max.Chen
Sequencer: Cache player fade state so that restore state will return the values to the pre animated state.
#jira UE-43313
Change 3365061 on 2017/03/26 by Max.Chen
Sequencer: Filter hidden functions. This fixes a bug where the field of view property for a cinematic camera appears to be animatable. It should be hidden just like it is in the property editor.
#jira UE-41461
Change 3365065 on 2017/03/26 by Max.Chen
Sequencer: Support component hierarchies when drawing animation paths
#jira UE-39500
Change 3365066 on 2017/03/26 by Max.Chen
Sequencer: Refine pause behaviour in sequencer to always evaluate the next frame
- This ensures that we get a full frame's worth of evaluation so that the paused frame is of a good quality (and avoids us evaluating a tiny range)
Change 3365075 on 2017/03/26 by Max.Chen
Sequencer: Fix add shot not setting next row.
Change 3365076 on 2017/03/26 by Max.Chen
Sequencer: Export MovieSceneTrackEditor
#jira UE-41641
Change 3365472 on 2017/03/27 by Yannick.Lange
VR Editor landscape. Back out changelist 3356071 with new proper fixes.
CL 3356071 introduced another bug and it wasn't correct because of removing FLandscapeToolInteractorPosition. This changelist fixes the same and additional bugs for VREditor Landscape mode.
- Fix when sculpting/painting the position wouldn't update.
- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
- Fix VREditor Landscape Texture Painting does not paint continuously
- Fix having to press once on the landscape to see the visuals for landscape editing.
- Removed Interactor parameter from BeginTool.
#jira UE-42780, UE-42779
Change 3365497 on 2017/03/27 by Matt.Kuhlenschmidt
Fix texture importing when an FBX file incorrectly reports absolute path as relative. First we try absolute, then we try fbx reported relative, then we try relative to parent FBX file.
Change 3365498 on 2017/03/27 by Matt.Kuhlenschmidt
Fix attempting to load a package in FBX scene import when the import path is empty. This greatly reduces FBX scene import time
Change 3365504 on 2017/03/27 by Yannick.Lange
VR Editor landscape fix ensure in when starting to paint/sculpt. Mousemove on tool should only be called when the tool is actually active, not when hovering.
Change 3365551 on 2017/03/27 by Matt.Kuhlenschmidt
PR #3425: Added Scrollbar customization to SComboBox (Contributed by Altrue)
#jira UE-43338
Change 3365580 on 2017/03/27 by Matt.Kuhlenschmidt
PR #3409: Add support for per-Category filtering in Output Log (Contributed by thagberg)
Change 3365672 on 2017/03/27 by Andrew.Rodham
Sequencer: Preanimated state producers can now produce null tokens
- Doing so implies no preanimated state should be saved
Change 3365791 on 2017/03/27 by Andrew.Rodham
Sequencer: Added Material Parameter Collection track
Change 3365806 on 2017/03/27 by Max.Chen
Sequencer: Add option to instance sub sequences.
#jira UE-43307
Change 3365822 on 2017/03/27 by Matt.Kuhlenschmidt
Subdue the output log font color a bit
Change 3365846 on 2017/03/27 by Jamie.Dale
Added package redirection on load/find
Change 3365852 on 2017/03/27 by Jamie.Dale
Adding a way to mark a package as no longer missing
Change 3365896 on 2017/03/27 by Jamie.Dale
Adding GlobalNotification to Slate
This is the guts of the GlobalEditorNotification, so it can be used by code that doesn't link to UnrealEd.
Change 3365900 on 2017/03/27 by Jamie.Dale
Prevent the default cooked sandbox from trying to read non-cooked assets
Change 3366550 on 2017/03/27 by Max.Chen
Sequencer: Fix case
Change 3367301 on 2017/03/28 by Andrew.Rodham
Tests: Added test actor with a variety of properties for testing purposes
Change 3367303 on 2017/03/28 by Andrew.Rodham
Tests: Enabled ActorSequenceEditor plugin in EngineTest project
Change 3367304 on 2017/03/28 by Andrew.Rodham
Tests: Added several functional testing maps for sequencer
- SequencerTest_Properties - tests animating various property types
- SequencerTest_Events - tests basic event triggering functionality (including additional event receivers and event ordering)
- SequencerTest_BindingOverrides - tests overriding possessable and spawnable bindings, along with bindings in sub sequences
- SequencerTest_ActorSequence - tests basic actor sequence functionality
Change 3367465 on 2017/03/28 by Max.Chen
Sequencer: Set Bind Sequencer to PIE off by default, Bind Sequencer to Simulate remains on by default.
Change 3367515 on 2017/03/28 by Matt.Kuhlenschmidt
Guard against visual studio accessor crash
#jira UE-43368
Change 3368118 on 2017/03/28 by Alexis.Matte
Fix the staticmesh conversion from 4.13. There was a error in the LOD loop we where not remapping the LOD 0.
#jira UE-42731
Change 3368485 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - Updated SVN Binaries for MacOSX 64-bit:
- Subversion 1.9.4 -> 1.9.5
- OpenSSL 1.0.2h -> 1.0.2k
- BerkeleyDB 5.3.15 -> 6.2.23
- Java 8u101 -> 8u121
- Sqlite 3.13.0 -> 3.17.0
- Serf 1.3.8 -> 1.3.9
- Swig 3.0.10 -> 3.0.12
- ZLib 1.2.9 -> 1.2.11
Change 3368495 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - Updated SVN Binaries for Windows 64-bit:
- Subversion 1.9.4 -> 1.9.5
- OpenSSL 1.0.2h -> 1.0.2k
- BerkeleyDB 5.3.15 -> 6.2.23
- Java 8u101 -> 8u121
- Sqlite 3.13.0 -> 3.17.0
- Serf 1.3.8 -> 1.3.9
- Swig 3.0.10 -> 3.0.12
- ZLib 1.2.9 -> 1.2.11
Change 3368501 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - SVN Build instructions for Windows and Mac 64-bit libraries, and license files for Mac libraries
Change 3368782 on 2017/03/28 by Nick.Darnell
UMG - Improving some logging for fast widget creation.
Change 3368826 on 2017/03/28 by Nick.Darnell
Slate - Slate Application now maintains seperate tracking for each pointer being utilized for drag drop, so now multiple fingers on multiple widgets can now simultaneously be attempting a drag, however once one of them becomes successful, we clear all state of all other tracking since only one Drag Drop operation is possible at a time.
Slate - bFoldTick is now removed from the codebase, we haven't supported the other (non-folded) code path for awhile, so there was no point in maintaining the switch.
Slate - Users have noticed issues where the cursor does not appear when changing visibility (through toggling the way the cursor appears). This was rooted in how the OS requested cursor changes, WM_SETCURSOR on Windows only asks for new cursors when the mouse moves, but often cursors change just because mouse capture changes. So now the path has been centralized in Slate Tick to only handle the cursor changes in one place, and several places that need to refresh the cursor state, now set a flag to handle it on next tick.
#jira UE-40486
Change 3368917 on 2017/03/28 by Arciel.Rekman
Linux: allow building with clang 4.0.
Change 3369074 on 2017/03/28 by Nick.Darnell
UMG - Fixing some spelling on the hardware cursor tip.
UMG - Changed some checks to ensure now that users can input the wrong data from the editor. Adding some clamping to the editor interface so that users are not tempted to enter incorrect hotspot ranges for their cursors.
#jira UE-43419
#jira UE-43425
Change 3369137 on 2017/03/28 by Max.Chen
Sequencer: Add given master track sets the outer to the movie scene.
Change 3369360 on 2017/03/29 by Andrew.Rodham
Sequencer: Reconciled 3349194 and 3365041 with animphys merge
Change 3369410 on 2017/03/29 by Alexis.Matte
Fix the select filename in the FileDialog "Desktop window platform"
#jira UE-43319
Change 3369475 on 2017/03/29 by Nick.Darnell
PR #3413: UE-37710: Proper scaling of WebBrowserViewport (Contributed by projectgheist)
Modified - you can't use the clip rect to decide on how large you should be.
#jira UE-37710
Change 3369775 on 2017/03/29 by Max.Chen
ControlRig: Fix crash on exit.
#jira UE-43411
Change 3370466 on 2017/03/29 by Nick.Darnell
AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order.
StreamableManager - Only showing the duplicate load error in debug builds, it's not a real error.
#jira UE-43409
Change 3370570 on 2017/03/29 by Nick.Darnell
Slate - Fixing a bug with ZOrder being discarded on the SOverlay Slot.
#jira UE-43431
Change 3370644 on 2017/03/29 by Andrew.Rodham
Temporarily disabling sequencer functional test "Event Position"
Change 3370713 on 2017/03/29 by Nick.Darnell
PR #3399: UE-42831: Anchor text ignores scale (Contributed by projectgheist)
#jira UE-43156
#jira UE-42831
Change 3371243 on 2017/03/30 by Arciel.Rekman
Linux: scale OS allocation pool to match memory size.
- Number of distinct VMAs (contiguous virtual memory areas, i.e. mappings done via mmap()) is rather low (~64k)
and we can run out of VMAs earlier than we will run into available memory. Larger pool makes this less likely.
Change 3371262 on 2017/03/30 by Arciel.Rekman
Linux: fix custom present.
- PR #3383 contributed by yaakuro.
Change 3371301 on 2017/03/30 by Arciel.Rekman
Linux: fix copying to a non-existent directory during Setup.
Change 3371307 on 2017/03/30 by Andrew.Rodham
Editor: Added "Resave All" functionality to content browser folders
Change 3371364 on 2017/03/30 by Andrew.Rodham
Sequencer: Level streaming improvements
- Tick prerequisites are now set up when any object binding is resolved, not at the start of the sequence. This unifies code between spawnables and possessables, and allows tick prerequisites to still be set up when levels are streamed in
- Actor references are no longer resolved when a PIEInstance is specified on the package, and it cannot be fixed up to a different ptr than the original. This stops us resolving actors from one world into another.
- Fixed level visibility request getting cleared when the cumulative total was 0 (it should only do this if there are no requests left)
#jira UE-43225
Change 3371365 on 2017/03/30 by Andrew.Rodham
Tests: Sequencer level streaming tests
Change 3371493 on 2017/03/30 by Nick.Darnell
PR #3408: UE-19980: Added FCanExecuteAction to prevent keyboard shortcut. (Contributed by projectgheist)
Change 3371524 on 2017/03/30 by Nick.Darnell
PR #2938: Minor UMG code fixups (Contributed by projectgheist), accepted most of the changes.
Change 3371545 on 2017/03/30 by Nick.Darnell
UMG - Fixing some minor issues with WidgetComponents not properly limiting input depending on what is supported with reguard to hardware input.
Change 3371576 on 2017/03/30 by Matt.Kuhlenschmidt
PR #3433: Fix for the Standalone D3D Slate Shader using the wrong value for the. (Contributed by megasjay)
Change 3371590 on 2017/03/30 by Nick.Darnell
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations.
Change 3371625 on 2017/03/30 by Alexis.Matte
Fix the merge tool material id assignment
#jira UE-43246
Change 3371666 on 2017/03/30 by Nick.Darnell
UMG - Reducing logging, don't need to tell everyone all the time we're using the fast widget path.
Change 3371687 on 2017/03/30 by Arciel.Rekman
Linux: switch to new managed filehandles.
Change 3371778 on 2017/03/30 by Matt.Kuhlenschmidt
Fixed the animation to play property on skeletal meshes being too small to read anything
#jira UE-43327
Change 3372709 on 2017/03/30 by Matt.Kuhlenschmidt
Made slate loading widget / movie play back more thread safe by eliminating Slate applicaiton or the main window from being ticked directly on another thread. We now have a separate virtual window for ticking and painting the loading screen widgets in isolation
Change 3372757 on 2017/03/30 by Nick.Darnell
Paragon - Fixing cases where people were using PostLoad() where really it should have done when the widget was constructed or created. This is a side effect of the FastWidget creation path 'PostLoad()' is not called on newly constructed widgets, though it did before because part of duplicating the WidgetTree, required serialization, which would have called it.
Change 3372777 on 2017/03/30 by Nick.Darnell
Fixing fast widget template cooking so that it does the same logic as Initialize did, centralizing the code to find the first widgetblueprintclass.
Change 3372949 on 2017/03/30 by Nick.Darnell
UMG - Fixing some cooking crashes for the super class.
Change 3373139 on 2017/03/30 by Jeff.Farris
Added TimingPolicy option to WidgetComponent, so widgets can optionally tick in game time rather than real time.
(Copy of CL 3279699 from Robo Recall to Dev-Editor)
Change 3373235 on 2017/03/30 by Nick.Darnell
Fixing a cooking issue, accidentally removed code that was properly loading some needed assets.
Change 3373266 on 2017/03/30 by Matt.Kuhlenschmidt
Made GetMoviePlayer thread safe. Simply accessing GetMoviePlayer is safe now as is checking IsLoadingFinished. However, most of the functions on movie player are only safe from the game thread!
Change 3374026 on 2017/03/31 by Andrew.Rodham
Sequencer: Moved evaluation group registration to IMovieSceneModule
#jira UE-43420
Change 3374060 on 2017/03/31 by Yannick.Lange
VR Editor: Collision on motion controllers in simulate.
Change 3374185 on 2017/03/31 by Nick.Darnell
Attempting to fix the build.
Change 3374232 on 2017/03/31 by Max.Chen
Sequencer: Fix audio not playing in editor
#jira UE-43514
Change 3374322 on 2017/03/31 by Nick.Darnell
UMG - SafeZone widget now has comments, and useful tips. Using the debugging console commands now trigger the broadcast that will cause controls like the SSafeZone widget to resample the display metrics to learn the new safezone ratio.
Change 3374424 on 2017/03/31 by Max.Chen
Updated test content so that the door animation is now set to "Keep State" for the When Finished property.
#jira UE-43519
Change 3374447 on 2017/03/31 by Max.Chen
Sequencer: Notify streaming system prior to camera cuts
By default, this does nothing. Users will need to enable the preroll section of camera cuts for the streaming system to activate prior to cutting to cameras.
#jira UE-42406
Change 3374571 on 2017/03/31 by Andrew.Rodham
Sequencer: Unified global and object-bound pre animated state, added InitializeObjectForAnimation method to state producers
Change 3374578 on 2017/03/31 by Andrew.Rodham
Sequencer: Added unit tests for pre-animated state
Change 3374592 on 2017/03/31 by Max.Chen
Color Customization: Set curve color names.
#jira UE-43405
Change 3374596 on 2017/03/31 by Andrew.Rodham
Corrected documentation comment
Change 3374671 on 2017/03/31 by Matt.Kuhlenschmidt
Fix movie scene audio track not compiling outside of editor
Change 3374689 on 2017/03/31 by Matt.Kuhlenschmidt
Remove the slate thread masquerading as the game thread in IsInGameThread
Change 3374730 on 2017/03/31 by Max.Chen
Sequencer: Add check for null loaded level.
Change 3374732 on 2017/03/31 by Max.Chen
Sequencer: Remove null tracks on postload.
Change 3374737 on 2017/03/31 by tim.gautier
- Updated UMG_Optimization: Adjusted Variable names to resolve compile errors due to Widget Components and Variables sharing names (cannot be done with new compile improvements)
- Set Level Blueprint for TM-UMG back to AllPalettes
Change 3374987 on 2017/03/31 by Nick.Darnell
UMG - Introducing a way to inform the widgets more information about the designer. There's now a DesignerChanged event sent to all design time widgets letting them know things like the current screen size and DPI scale.
UMG - The SafeZone widget will now show the correct safe zone amount if you use the safezone command line options, which are now documented in the comment for the USafeZone class.
Change 3375599 on 2017/03/31 by Max.Chen
Cine Camera: Update camera debug plane when property changes, rather rely soley on tick. This fixes a bug where sliding the value on the details panel doesn't update the debug plane in the viewport simultaneously.
#jira UE-43543
Change 3375601 on 2017/03/31 by Arciel.Rekman
Linux: switch to v9 cross-toolchain.
Change 3375856 on 2017/04/01 by Andrew.Rodham
Sequencer: Fixed 'formal parameter with requested alignment of 16 won't be aligned'
Change 3375870 on 2017/04/01 by Andrew.Rodham
Sequencer: Fixed explicit template instantiation ocurring before the complete definition of type's members
- This resulted such members not being instantiated (and hence exported) when compiled with clang
Change 3376114 on 2017/04/02 by Arciel.Rekman
Linux: make source code accessor aware of clang 3.9 and 4.0.
Change 3376138 on 2017/04/02 by Arciel.Rekman
Linux: add clang to fedora deps (UE-42123).
- PR #3273 submitted by cpyarger.
Change 3376159 on 2017/04/02 by Arciel.Rekman
Linux: some support for building on Debian Sid or Stretch (UE-35841).
- Basd on PR #2790 by haimat.
Change 3376163 on 2017/04/02 by Arciel.Rekman
Linux: install latest clang on Arch (UE-42341).
- This undoes PR #1905.
- PR #2897 by SiebenCorgie.
- PR #3302 by awesomeness872.
- PR #3341 by patrickelectric.
Change 3376167 on 2017/04/02 by Arciel.Rekman
Add FreeBSD mem info (courtesy support for the out of tree build) (UE-42994).
- PR #3378 by mdcasey.
Change 3376168 on 2017/04/02 by Arciel.Rekman
Linux: fixed VHACD Makefile on a case sensitive fs (UE-42905).
- PR #3381 by slonopotamus.
Change 3376177 on 2017/04/02 by Arciel.Rekman
SlateDlg: case-insensitive comparison of filter extensions (UE-39477).
- PR #3019 by aknarts.
Change 3376178 on 2017/04/02 by Arciel.Rekman
WebRTC: only x86_64 version exists for Linux.
Change 3376245 on 2017/04/03 by Andrew.Rodham
Sequencer: Re-enabled event order test
Change 3376339 on 2017/04/03 by Matt.Kuhlenschmidt
Fix crash during loading movie playback on DX12 due to not ever cleaning up old resources
#jira UE-27026
Change 3376481 on 2017/04/03 by Alex.Delesky
#jira UE-43495 - TMaps will now support customized key properties correctly.
Change 3376741 on 2017/04/03 by Matt.Kuhlenschmidt
Fix crash flushing font cache when loading a movie. This is no longer save on the slate movie thread
#jira UE-43567
Change 3376763 on 2017/04/03 by Shaun.Kime
Material Reroute nodes do not work for Texture Object Parameters as they return a base output type. Modified logic to now support this node type.
#jira UE-43521
Change 3376836 on 2017/04/03 by Jamie.Dale
Fixed text format history being clobbered by reference collection
#jira UE-37513
Change 3376852 on 2017/04/03 by Nick.Darnell
Paragon - Found a case where a user had marked a BindWidget property as Transient which prevents serializing the property binding now for widget fast mode.
#jira UE-43564
Change 3377207 on 2017/04/03 by Jamie.Dale
Desktop platform directory pickers are expected to return absolute paths
File pickers return relative paths though, and we should make this consistent at some point.
#jira UE-43588
Change 3377214 on 2017/04/03 by Matt.Kuhlenschmidt
Fix movie player shutdown crash in non-editor builds
#jira UE-43577
Change 3377299 on 2017/04/03 by Michael.Dupuis
#jira UE-43586 : properties should be non transactional
#jira UE-43559
Change 3378333 on 2017/04/04 by Michael.Dupuis
#jira UE-43585
#jira UE-43586
Revert back to purple color
Change 3378633 on 2017/04/04 by Matt.Kuhlenschmidt
Resaved this asset to avoid zero engine version warnings
Change 3378958 on 2017/04/04 by Nick.Darnell
Automation - Fixing the race condition to finish compiling shaders on screenshots for UI.
[CL 3379345 by Matt Kuhlenschmidt in Main branch]
2017-04-04 15:35:21 -04:00
|
|
|
FEdGraphSchemaAction_NewStateNode(FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping)
|
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
|
|
|
: FEdGraphSchemaAction(MoveTemp(InNodeCategory), MoveTemp(InMenuDesc), MoveTemp(InToolTip), InGrouping)
|
|
|
|
|
, NodeTemplate(nullptr)
|
2014-03-14 14:13:41 -04:00
|
|
|
{}
|
|
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) override;
|
|
|
|
|
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
template <typename NodeType>
|
2014-09-17 13:26:44 -04:00
|
|
|
static NodeType* SpawnNodeFromTemplate(class UEdGraph* ParentGraph, NodeType* InTemplateNode, const FVector2D Location = FVector2D(0.0f, 0.0f), bool bSelectNewNode = true)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
FEdGraphSchemaAction_NewStateNode Action;
|
|
|
|
|
Action.NodeTemplate = InTemplateNode;
|
|
|
|
|
|
2014-09-17 13:26:44 -04:00
|
|
|
return Cast<NodeType>(Action.PerformAction(ParentGraph, NULL, Location, bSelectNewNode));
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/** Action to create new comment */
|
|
|
|
|
USTRUCT()
|
|
|
|
|
struct ANIMGRAPH_API FEdGraphSchemaAction_NewStateComment : public FEdGraphSchemaAction
|
|
|
|
|
{
|
2015-03-17 06:17:32 -04:00
|
|
|
GENERATED_USTRUCT_BODY();
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
FEdGraphSchemaAction_NewStateComment()
|
|
|
|
|
: FEdGraphSchemaAction()
|
|
|
|
|
{}
|
|
|
|
|
|
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3379190)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3342222 on 2017/03/10 by Nick.Darnell
UMG - Adding a GetContent to the UContentWidget.
Change 3342228 on 2017/03/10 by Nick.Darnell
Project Launcher - Always consume mouse wheel vertically so it stops scrolling to the right.
Change 3342310 on 2017/03/10 by Nick.Darnell
UMG - Cleaning up some extra class references.
Change 3343382 on 2017/03/13 by Jamie.Dale
Applying optimization to FChunkManifestGenerator::ContainsMap
Change 3343523 on 2017/03/13 by Mike.Fricker
New details view option: "Show Hidden Properties while Playing"
- Enabling this allows you to see every property on selected objects that belong to a simulating world, even non-visible and non-editable properties. Very useful for inspection and debugging.
- Remember to change World Outliner to show you actors in the "Play World" if you want to select and inspect those objects first!
- This setting is saved for your entire project, similar to "Show All Advanced"
Change 3343573 on 2017/03/13 by Mike.Fricker
New details view option: "Show Hidden Properties while Playing" (part 2)
- Fixed missing include / unity issue
Change 3343709 on 2017/03/13 by Jamie.Dale
Some fixes for gathering cached dependency data
- We no longer load dependency data that doesn't have the correct package name.
- We no longer populate the dependency results when bGatherDependsData is false.
Change 3343900 on 2017/03/13 by Alexis.Matte
fix crash when creating too much LOD at import
#jira UE-42785
Change 3344104 on 2017/03/13 by Alexis.Matte
Add a boolean to the static mesh socket so we know if the socket was imported or created in UE4. This allow us to not impact editor socket when we re-import a fbx
#jira UE-42736
Change 3344802 on 2017/03/14 by Michael.Dupuis
#jira UE-42244 : added missing nullptr so render thread wont try to access global var when we're no longer in landscape mode
Changed the sync method between graphic resource from render thread and game thread to prevent desync
Change 3346061 on 2017/03/14 by Jamie.Dale
Adding const& and && overloads of FText::Format
Change 3346192 on 2017/03/14 by Arciel.Rekman
Linux: fix VHACD to retain bincompat with the baseline (UE-42895).
- It is now compiled against libc++ instead of libstdc++ in the toolchain.
Change 3347083 on 2017/03/15 by Andrew.Rodham
Fixed crash when changing anchors on a background blur widget
Change 3347359 on 2017/03/15 by Michael.Dupuis
#jira UE-38193:
Added Rename, Delete, New Folder, Size Map, Show In Explorer for folder and asset in the path view and asset view
Change 3347382 on 2017/03/15 by Michael.Dupuis
missing include incremental
Change 3347500 on 2017/03/15 by Alex.Delesky
#jira UE-41231 - Selecting multiple text widgets in UMG will now allow you to set their value correctly, and the "Multiple Values" text will no longer be set in the widgets instead.
Change 3347920 on 2017/03/15 by Jamie.Dale
Fixing some places passing tooltips as FString rather than FText
#jira UE-42603
Change 3347925 on 2017/03/15 by Jamie.Dale
Re-saving some assets so their tooltips can be gathered
#jira UE-42603
Change 3348788 on 2017/03/15 by Jamie.Dale
Updated the Windows platform to use the newer Vista+ style browser dialogs, rather than the older XP style dialogs
Change 3349187 on 2017/03/16 by Andrew.Rodham
Sequencer: Added the ability to specify additional event receivers for level sequence actors
- Such actors will receive events from event tracks
Change 3349194 on 2017/03/16 by Andrew.Rodham
Sequencer: Reset compiled templates on load in the editor, and ensure correct serialization of generation ledger
- Resetting on load means that we guarantee up-to-date templates, even if underlying compilation logic changes.
#jira UE-42198
#jira UE-40969
Change 3349210 on 2017/03/16 by Andrew.Rodham
Sequencer: Event tracks can now be defined to trigger events at the start of evaluation, after objects are spawned, or at the end of evaluation
Change 3349211 on 2017/03/16 by Andrew.Rodham
Sequencer: Add ability to retrieve bound objects from blueprint
Change 3349398 on 2017/03/16 by Nick.Darnell
UMG - Fixing a flashing hierarchy view. Looks like assets continuing to stream in causing the object change notification to continue to fire, and the widget designer refreshed any time it happened. Now limit to only if widgets are changing.
Change 3349420 on 2017/03/16 by Alex.Delesky
#jira UE-40720 - Multiline editable text boxes can now be set to Read-Only.
Change 3349548 on 2017/03/16 by Alexis.Matte
Fbx importer, when importing a staticmesh with combine mesh option check and the fbx file contain some "MultiSub Material" the materialinstance are now always hook properly.
Change 3349818 on 2017/03/16 by Cody.Albert
Fixed constructor for FNavigationMetaData
Change 3350047 on 2017/03/16 by Cody.Albert
Removed unneeded check so that children actors are never orphaned when their parent is moved into a newly created folder in the world outliner
Change 3350072 on 2017/03/16 by Arciel.Rekman
ShaderCompiler: make sure strings are at least 4-byte aligned.
- Can crash wcscpy() under Linux otherwise (reported by a licensee).
Change 3350146 on 2017/03/16 by Arciel.Rekman
Fix CodeLite project generation (UE-42921).
- Reportedly causes a crash in CodeLite 10.x
Change 3350235 on 2017/03/16 by Arciel.Rekman
Fix memory leak in address symbolication on Linux.
- Makes MallocProfiler work again.
- Also add progress update in MallocProfiler since symbolication is still slow.
Merging CL 3338764 from Fortnite to Dev-Editor.
Change 3350382 on 2017/03/16 by Arciel.Rekman
Linux: fix incorrect cast of rlimit in i686.
Change 3350471 on 2017/03/16 by Jamie.Dale
Enabling loc dashboard by default for new projects
Change 3350516 on 2017/03/16 by Jamie.Dale
Enabling content hot-reloading by default
Change 3350582 on 2017/03/16 by Cody.Albert
Corrected Widget Interaction Component to use current impact point instead of last impact point
Change 3350945 on 2017/03/16 by Jamie.Dale
Gave FConfigFile::FindOrAddSection API linkage
Change 3351441 on 2017/03/17 by Michael.Dupuis
#jira UE-42843: Fixed Transaction begin/end order issue happening with min slider passing max slider value
Add support for multiple selection value display
Change 3351558 on 2017/03/17 by Michael.Dupuis
#jira UE-42845: Always refresh the detail panel to properly update for selection change, delete, etc.
Change 3351657 on 2017/03/17 by Matt.Kuhlenschmidt
Adding USD Third Party dependencies
Change 3351665 on 2017/03/17 by Matt.Kuhlenschmidt
Added experimental USD Importer Plugin
This plugin supports basic static mesh importing and scene creation of actors using static meshes
Change 3351682 on 2017/03/17 by Matt.Kuhlenschmidt
Enabling USD importer in engine test project for automation tests
Change 3351749 on 2017/03/17 by Alexis.Matte
Make sure the selection proxy is off for the skeletal mesh component. UE4 use the selection outline instead
#jira UE-41677
Change 3351831 on 2017/03/17 by Michael.Dupuis
#jira UETOOL-1102:
Added HSV controls to Color Grading
Some look improvement for RGV/HSV
Color Grading refactor
Group Reset bug fix (relevant only to color grading)
Change 3352041 on 2017/03/17 by Matt.Kuhlenschmidt
Updated USD plugin whitelisting
Change 3352093 on 2017/03/17 by Michael.Dupuis
when FREEZERENDERING is called, stop the foliage culling too
Change 3352211 on 2017/03/17 by Alexis.Matte
Fix the physic asset missing skeleton warning
#jira UE-43006
Change 3352336 on 2017/03/17 by Alexis.Matte
We now allow a negative W value of the ScreenPoint vector in the ScreenToPixel function. In this case we simply reverse the W value to kept the manipulator direction on the good side.
#jira UE-37458
Change 3352947 on 2017/03/17 by Phillip.Kavan
#jira UE-42510 - Instanced static mesh transform edits are now reflected in the Blueprint editor's preview scene.
Change summary:
- Added IPropertyHandle::GetValueBaseAddress() (interface).
- Modified IPropertyHandle::NotifyPostChange() to include EPropertyChangeType as an optional input.
- Added FPropertyHandleBase::GetValueBaseAddress() (implementation).
- Modified FPropertyHandleBase::NotifyPostChange() to include the optional input arg in the property change event.
- Modified FPropertyHandleBase::CreatePropertyNameWidget() to clear the override text after temporarily replacing display name/tooltip text for the creation of the SPropertyNameWidget. This was done to allow for transactions to be named according to the property that's being modified.
- Modified FMathStructProxyCustomization::OnValueCommitted() to only apply the input value while not interactively editing via spinbox as well as when not post-processing an undo/redo (which can trigger a focus loss).
- Modified the FMathStructProxyCustomization::OnEndSliderMovement() delegate to include property handle and proxy value input parameters, as well as to call FlushValues() as part of the implementation.
- Modified FlushValues() for each of FMatrixStructCustomization, FTransformStructCustomization and FQuatStructCustomization to explicitly handle both propagation and transaction processing.
- Modified UInstancedStaticMeshComponent::UpdateInstanceTransform() to call Modify() prior to applying changes (so that the previous state is recorded when inside a transaction context).
- Modified FInstanceStaticMeshSCSEditorCustomization::HandleViewportDrag() to propagate changes to all instances of the ISMC archetype.
Known issues:
- Using the spinbox to edit instanced mesh transform values in the Blueprint editor will not apply the change to instances in the level editor until after you release the mouse button (i.e. - it will not be shown as a "live" update).
Change 3353678 on 2017/03/20 by Michael.Dupuis
properly unfreeze the culling of foliage when toggling the freezerendering command
Change 3353747 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3372: Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) (Contributed by SRombauts)
Change 3353749 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3373: Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) (Contributed by SRombauts)
Change 3353754 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3390: Allow OBJ imports to change if materials and textures are also imported (Contributed by mmdanggg2)
Change 3353909 on 2017/03/20 by Matt.Kuhlenschmidt
Fixed actors showing thumbnails in details panel and made a few other tweeks to thumbnail displays in details panels
- The color of the accepted type is now shown properly
- All object based properties now have thumbnails on by default.
Change 3353948 on 2017/03/20 by Nick.Darnell
UMG - Updating the background blur widget's upgrade code to use the custom version, and handling older cases that were continuing to generate blur slots, even when already upgraded.
Change 3354335 on 2017/03/20 by Nick.Darnell
Paragon - Excluding Archetype objects from reporting references, which causes crashes in the fast template mode.
Change 3354495 on 2017/03/20 by Nick.Darnell
Core - Making it so order that outers are discovered does not matter, initializing the chain of outers if hasn't been created when instancing subobjects.
Change 3354578 on 2017/03/20 by Nick.Darnell
Slate - There's now a console variable option, Slate.VerifyHitTestVisibility (off by default) which enables additional visibility checks for widgets. Normally this isn't nessesary, but if you're changing the visibility of widgets during a frame, and several hit tests need to be performed that frame there's a chance that a button could be clicked twice in one frame. Enabling this mode will make all hit testing more expensive, so for now it's off by default, but available for licensees that need the extra testing.
Change 3354737 on 2017/03/20 by Nick.Darnell
Core - Adding a fix to Dev-Editor from that enables objects in the same package being requested to also be loaded. This came about during async streaming callbacks alerting that a requested class was done loading, but there were still other assets in the package 'not loaded' but were available, just needed post load called on them.
Change 3355923 on 2017/03/21 by Yannick.Lange
VR Editor: - Remove unnecessary cleanup functions.
- Initialize with VR Mode and remove SetOwner function, since it shouldn't be possible to reset the VR Mode afterwards.
Change 3355959 on 2017/03/21 by Yannick.Lange
VR Editor: - Rename VREditorWorldInteraction to VREditorPlacement, to avoid confusion with ViewportWorldInteraction. VREditorPlacement will only handle placing objects from content browser in the VR Mode.
- Removed SnapSelectedActorsToGround to VREditorMode.
Change 3355965 on 2017/03/21 by Yannick.Lange
VR Editor: Forgot to add files to previous submit 3355959.
Change 3355977 on 2017/03/21 by Yannick.Lange
VR Editor: Remove function to add a new extension with TSubclassOf<UEditorWorldExtension>.
Change 3356017 on 2017/03/21 by Yannick.Lange
VR Editor: - UI system check owner VRMode.
- UI system fix check on VRMode on shutdown.
Change 3356028 on 2017/03/21 by Nick.Darnell
Slate - SButton now correctly releases mouse capture even if it becomes disabled while pressed, but before 'click' has been fired.
#jira UE-42777
Change 3356071 on 2017/03/21 by Yannick.Lange
VR Editor: Copy of change 3353663.
- Fix having to press once on the landscape to see the visuals for landscape editing.
- Fix when sculpting/painting the position wouldn't update.
- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
- Cleanup FLandscapeToolInteractorPosition.
- Change from 3353663: Use TStrokeClass::UseContinuousApply and TimeSinceLastInteractorMove to decide when to apply ToolStroke on tick.
Change 3356180 on 2017/03/21 by Michael.Dupuis
Added ShowFlag Foliage Occlusion Bounds
Fixed non initialized variable
Expose changing Min Occlusion Bounds instead of assuming 6
#rn none
Change 3356347 on 2017/03/21 by Nick.Darnell
UMG - Introducing a faster CreateWidget. When cooking, the widget compiler now generates a widget template/archetype that is stored in the same package as the generated blueprint class. During compiling we generate a nearly fully initialized widget tree including all sub userwidgets and their trees, hookup all member variables, initialize named slots, setup any animations...etc. This nearly fully constructed widget can be instanced using it as an archetype in the NewObject call, and does not have to use the correspondingly slow StaticDuplicateObject path. There are restrictions on this method, part of the compiling step for widgets now inspects if the instancing would be successful, or if there would be GLEO references after instancing because a user forgot to setup Instanced on a subobject property. Luckily that should be few and far between, all UVisuals (Widgets & Slots) are now DefaultToInstanced, which takes care of the overwhelming cases that demand the instanced flag. Especially given the bulk of cases using BindWidget in native code.
UMG - Removing a lot of deprecated functions from 4.8 on UUserWidget.
Change 3356357 on 2017/03/21 by Nick.Darnell
Build - Fixing some IWYU issues on the incremental build.
Change 3356461 on 2017/03/21 by Nick.Darnell
Build - Fixing linux build errors.
Change 3356468 on 2017/03/21 by Jamie.Dale
STextPropertyEditableTextBox now handles empty texts correctly
Change 3356916 on 2017/03/21 by Matt.Kuhlenschmidt
Fixed a crash when a material render proxy on a preview node is deleted when it is in flight on the render thread
#jira UE-40556
Change 3357033 on 2017/03/21 by Alexis.Matte
Fix crash when importing file with import commandlet
Make sure path are combine properly to avoid crash
Add some missing pointer check
Make sure the asset are save when there is no source control
#jira UE-42334
Change 3357176 on 2017/03/21 by Alex.Delesky
#jira UE-42445 - TMaps now support editing the values of structs that act as map keys. TMaps with struct keys will now show the types of their elements in the details panel as well, and structs will now also display numbers next to set elements.
Change 3357197 on 2017/03/21 by Alex.Delesky
#jira none - Fixing build issue for TMap key struct change.
Change 3357205 on 2017/03/21 by Michael.Dupuis
Forgot to reset min granularity to 6 from testing
Change 3357340 on 2017/03/21 by Arciel.Rekman
Mark FMallocAnsi (standard libc malloc) thread-safe on Linux.
Change 3357413 on 2017/03/21 by matt.kuhlenschmidt
Added '/Game/Effects/Fort_Effects/Materials/Smoke/M_Main_Smoke_Puff.M_Main_Smoke_Puff' to collection 'MattKTest'
Upgraded collection 'MattKTest' (was version 1, now version 2)
Change 3357505 on 2017/03/21 by Alexis.Matte
Fix to avoid changing the CDO of FbxAssetImportData. The UI was saving the Config which was saving the CDO. But already serialized data will be reload badly if the CDO change since we serialize only the diff.
#jira UE-42947
Change 3357825 on 2017/03/21 by Arciel.Rekman
Clean up the large thread pool on exit.
- Seems like the destruction was missed in the original CL 2785131 (12/1/15).
- Fixes problems when threads were allocated in memory that is being cleaned up in another place on exit.
Change 3358086 on 2017/03/22 by Yannick.Lange
VR Editor: - Fix gizmo scaling down when dragging the world.
- Fix gizmo scaling down when dragging rotation handle.
Change 3358175 on 2017/03/22 by Andrew.Rodham
Sequencer: Made ALevelSequenceActor::AdditionalEventReceivers advanced display
Change 3358367 on 2017/03/22 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3358457 on 2017/03/22 by Yannick.Lange
VR Editor: Deleting unused UI assets.
Change 3358801 on 2017/03/22 by Matt.Kuhlenschmidt
Guard against crash if the level editor is shut down when the object system has already been shut down
#jira UE-35605
Change 3358897 on 2017/03/22 by matt.barnes
Checking in WIP test content for UEQATC-1635 (UMG Navigation)
Change 3358976 on 2017/03/22 by Alex.Delesky
#jira none - Fixing an issue where ItemPropertyNode could potentially dereference a null property
Change 3358987 on 2017/03/22 by Yannick.Lange
VR Editor: Fix warning: Can't find file for asset '/Engine/VREditor/UI/VRButtonBackground' while loading ../../../Engine/Content/VREditor/Devices/Vive/VivePreControllerMaterial.uasset.
Change 3359067 on 2017/03/22 by Yannick.Lange
VR Editor: Fix Radial Menu remains on controller after exiting VR Preview
#jira UE-42885
Change 3359179 on 2017/03/22 by Matt.Kuhlenschmidt
Fixed "Multiple Values" in Body Setup when single bone has multiple bodies
#jira UE-41546
Change 3359626 on 2017/03/22 by Arciel.Rekman
Linux: pool OS allocations.
- Add a TMemoryPool and TMemoryPoolArray classes that can be used with any type of OS allocator functions.
- Add ability to bypass CachedOSPageAllocator for given sizes. Also, corrected the condition on AllocImpl to match one on FreeImpl.
- Switch Linux to pool mmap()/munmap() by default (helps 32-bit Linux and also speeds up 64-bit one), except 64-bit servers.
- Add a test to TestPAL to check performance and thread safety.
- Misc. fixes.
Change 3359989 on 2017/03/23 by Andrew.Rodham
Sequencer: Binding overrides improvements
- Added the ability to override spawnable bindings
- Added the ability to override bindings in sub sequences
- Deprecated "Get Sequence Bindings" node in favor of "Get Sequence Binding", which is more robust, and provides a better UI/UX for selecting single bindings
#jira UE-42470
Change 3360369 on 2017/03/23 by Alexis.Matte
Fix the staticmesh conversion from UE4 4.13 to earlier UE4 versions
#jira UE-42731
Change 3360556 on 2017/03/23 by Andrew.Rodham
Sequencer: Added drag/drop support for binding overrides
- You can now drag and drop sequencer object binding nodes into blueprint graphs (to create 'Get Sequence Binding' nodes), and onto binding overrides specified on level sequence actors.
Change 3360618 on 2017/03/23 by Arciel.Rekman
Make Binned2 work on Mac.
- Game/server will use Binned2 by default.
Change 3360838 on 2017/03/23 by Nick.Darnell
CommonUI - Making the SingleMaterialStyleMID property transient. It had been serialized mistakenly onto several widgets when it appears the intent is to dynamically allocate it upon demand.
Change 3360841 on 2017/03/23 by Nick.Darnell
UMG - Updating the editor to use DuplicateAndInitializeFromWidgetTree, so that Initialize is properly called when duplicating sub widget trees.
Change 3362561 on 2017/03/24 by Matt.Kuhlenschmidt
Fixed text outlines being cropped at large sizes
#jira UE-42647
Change 3362565 on 2017/03/24 by Matt.Kuhlenschmidt
Added automation test for font outlines
Change 3362567 on 2017/03/24 by Matt.Kuhlenschmidt
Resaved this file to fix 0 engine version warnings
Change 3362582 on 2017/03/24 by Yannick.Lange
VR Editor: - Fix log warnings when teleporting.
- Fix undo/redo when using teleport scaling.
- Improved teleport scaling and push/pull input.
#jira UE-43214
Change 3362631 on 2017/03/24 by Jamie.Dale
Split the monolithic culture concept in UE4
UE4 has historically only supported the concept of a single monolithic "culture" that applied to both text localization and internationalization, as well as all asset localization. Typically the "culture" was set to the "locale" of the OS, however that could be undesirable or incorrect on platforms (such as newer versions of Windows) that have a distinct concept of "language" (for localization) and "locale" (for internationalization).
This change splits the concept of "culture" into "language" and "locale", and also adds the concept of "asset groups". The language is now used to work out which localization we should use, and the locale is used to control how numbers/dates/times/etc are formatted within our internationalization library.
Asset groups expand on the language used by asset localization and allow you to create a group of asset classes that can be assigned a different culture than the main game language. A typical use-case of this would be creating an "audio" group that could, for example, be set to Japanese while the rest of the game runs in English.
If your game doesn't care about the distinction between language and locale, and doesn't need to use asset groups, then you're able to continue to use "culture" as you always have. If, however, you do care about those things, then you'll likely want to avoid using the "culture" directly (as it's now a very aggressive setting that overrides all others), and instead favor using language/locale (games will typically treat these as the same) and asset groups as separate concepts (both in settings, and in your in-game UI).
The language or locale for a game can be controlled by settings within the "Internationalization" section of your configs (this would typically be set in your GameUserSettings config, in the same way that "culture" works), eg)
[Internationalization]
language=fr
locale=fr
The asset groups for a game can be controlled by settings within the "Internationalization.AssetGroupClasses" and "Internationalization.AssetGroupCultures" sections of your configs (the asset group class definition would typically be set in your DefaultGame config, and the cultures the groups use would typically be set in your GameUserSettings config), eg)
[Internationalization.AssetGroupClasses]
+Audio=SoundWave
+Audio=DialogueWave
[Internationalization.AssetGroupCultures]
+Audio=ja
#jira UE-38418
#jira UE-43014
Change 3362798 on 2017/03/24 by Nick.Darnell
UMG - Putting the finishing touches on the hardware cursor system. Can now load them from blueprints, and there are options for setting them up in the project settings.
UMG - Deprecating the old properties for software widget cursors. They've been moved into a map that can handle any of the mouse cursors as the enum key, which was always the intent/desire but maps couldn't be used as UProperties then.
Change 3362805 on 2017/03/24 by Jamie.Dale
PR #3397: Allow empty source to override display string (Contributed by jorgenpt)
Change 3363039 on 2017/03/24 by Jamie.Dale
Use the pre-scaled font height where possible to avoid an extra multiply
Change 3363188 on 2017/03/24 by Joe.Graf
Added support for -iterate for content plugins that require path remapping during cook/packaging
#CodeReview: matt.kuhlenschmidt
#rb: matt.kuhlenschmidt
Change 3363355 on 2017/03/24 by Nick.Darnell
UMG - Removing the CookAdditionalFiles function in UserInterfaceSettings.
Change 3363672 on 2017/03/24 by Matt.Kuhlenschmidt
Material thumbnails now respect used particle system sprites flag and show a quad insead of a sphere by default. For this change I added the ability to have per asset type override for the default thumbnail shape and I added a way to reset thumbnails to default. All existinging particle system materials that have not had a custom thumbnail will have to be reloaded and resaved for this to work
#jira UE-42410
Change 3363699 on 2017/03/24 by Mike.Fricker
VR Editor: Improved extensibility (for mesh editor)
- This was merged from CL 3352612 and re-opened for edit before commit
- All mesh editor changes were stripped before merging
Change 3363784 on 2017/03/24 by Matt.Barnes
Adding content for tests following UEQATC-3548
Change 3363872 on 2017/03/24 by Arciel.Rekman
Linux: require user to setup clang/clang++ for building hlslcc.
- Earlier we tried to handle most common scenarios since libhlslcc needed to be built during the setup. Now that we supply a prebuilt version we don't need to be as user friendly, especially given that the attempts to second guess the compiler started to look complicated.
Change 3364089 on 2017/03/24 by Matt.Kuhlenschmidt
Fix CIS
Change 3364381 on 2017/03/24 by JeanMichel.Dignard
UV Packing optim
- Use horizontal segments instead of checking texel by texel to fit source chart in layout.
- Skip a couple of rasterize by flipping either the X texels or the Y texels when possible.
- Keep the best chart raster so that we don't need to reraster when adding the chart to the layout.
- Added a lightmap UV version in StaticMesh so that we don't invalidate the lighting cache. Only use the new lightmap UV generation when going through UStaticMesh::Build which invalidates the lighting.
Change 3364587 on 2017/03/24 by Arciel.Rekman
Fix ordered comparison warning from clang 4.0.
Change 3364596 on 2017/03/24 by Arciel.Rekman
Linux: fix editor being stuck (hack).
- Rebuilt hlslcc in Debug.
Change 3364863 on 2017/03/25 by Max.Chen
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3364864 on 2017/03/25 by Max.Chen
Sequencer: Integrating fix from licensee to ensure FVirtualTrackArea::HitTestSection checks the row of the section
Change 3364865 on 2017/03/25 by Max.Chen
Cine Camera: Default post process depth of field method to CircleDOF and use that setting in UpdateCameraLens.
#jira UE-40621
Change 3364866 on 2017/03/25 by Max.Chen
GitHub #3183: Conversion to base class is inaccessible.
Change 3364869 on 2017/03/25 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The setting is only used to initialize the time snapping interval of the level sequence. Added translate keys with ctrl and left-right arrows.
#jira UE-41009
#jira UE-41210
Change 3364870 on 2017/03/25 by Max.Chen
Sequencer: Added translate keys with ctrl and left-right arrows.
#jira UE-41210
Change 3364871 on 2017/03/25 by Max.Chen
Sequencer: Add level sequence actor customization to open sequencer from the details panel. For matinee parity.
#jira UE-41459
Change 3364879 on 2017/03/25 by Max.Chen
Sequencer: Duplicate shot should put the duplicate on the next available row, keeping the start/end times the same.
#jira UE-41289
Change 3364880 on 2017/03/25 by Max.Chen
Sequencer: Opening the API for MovieSceneAudio-related classes along with some minor functionality additions:
- Adding _API specifiers to MovieSceneAudioTrack, MovieSceneAudioSection, and FAudioTrackEditor so they can be subclassed in other modules.
- Made GetSoundDuration function in MovieSceneAudioTrack.cpp a member function so it's functionaliy could be reused by subclasses.
- Adding ability to specify delegates for OnQueueSubtitles, OnAudioFinished, and OnAudioPlaybackPercent in a MovieSceneAudioSection, and have them automatically assigned to any AudioComponents that are played by the MovieSceneAudioTemplate
Change 3364884 on 2017/03/25 by Max.Chen
Sequencer fbx import
- Removed the PostRotation compensation as it was setuped for 3ds max.
- On import, add a rotation to camera and light animation keys like we do on export.
- Merge the component local transform with the ActorNode transform when exporting only one component that isn't the root component in fbx since we're not creating child nodes in that case.
#jira UE-34692
Change 3364885 on 2017/03/25 by Max.Chen
Sequence Recorder: Fix crash when clearing properties to record.
#jira UE-41873
Change 3364886 on 2017/03/25 by Max.Chen
Sequencer: Add error when attempting to add a circularly dependent level sequence
#jira UE-22358
Change 3364890 on 2017/03/26 by Max.Chen
Sequencer: Added ability to specify a 'notify' function to property instance bindings
- When specified, the (parameterless) function will be called after a property is set
Change 3364891 on 2017/03/26 by Max.Chen
Sequencer: Various fixes to thumbnails
- Fixed alpha blending being used when presenting the full screen quad for thumbnails
Change 3364892 on 2017/03/26 by Max.Chen
Sequencer: PreRoll and PostRoll is now exposed at the section level, for all sections
- For the majority of sections this will be unimplemented, but it will allow for some tracks to set up their data ahead of time
Change 3364896 on 2017/03/26 by Max.Chen
Sequencer: Add segment flags to equality operator for movie scene evaluation segments
- This prevents them from being accumulated into adjacent segments of the same index and forced time, but differing flags
Change 3364897 on 2017/03/26 by Max.Chen
Sequencer: Fixed "Evaluate in preroll" and "Evaluate in Postroll" options
- Pre and postroll flags now come through on compiled segments, so the previous manual logic for sub sections is obsolete; we can just use the compiled segment data directly.
Change 3364898 on 2017/03/26 by Max.Chen
Sequencer: Moved track options to be accessible on all nodes, and operate on all selected tracks
Change 3364902 on 2017/03/26 by Max.Chen
Sequencer: Ensure evaluation flags are considered when compiling segments from external sequences
- This ensures that preroll regions in sub sequences are correctly evaluated when their parent section has preroll
- Changed high pass blending to always allow preroll
Change 3364903 on 2017/03/26 by Max.Chen
Engine: Moved proxy mesh transform update out of camera view computation code
- GetCameraView can happen as part of end of frame updates, which will assert if any changes of transform happen during its processing
Change 3364908 on 2017/03/26 by Max.Chen
Sequencer: Added visualization of pre and postroll on sections
Change 3364909 on 2017/03/26 by Max.Chen
Sequencer: Prevent MovieSceneCompiler from removing preroll segments
Change 3364910 on 2017/03/26 by Max.Chen
Sequencer: MediaPlayer PreRoll/PostRoll fix
- Handle PreRoll/PostRoll on sub scenes that have a start offset
Change 3364922 on 2017/03/26 by Max.Chen
Sequencer: Add check for valid property before dereferencing.
#jira UE-40951
Change 3364923 on 2017/03/26 by Max.Chen
Sequencer: Fix MovieScene preroll so that it seeks to the start correct frame before the preroll.
Change 3364924 on 2017/03/26 by Max.Chen
Sequencer - change default behavior for pre/post roll evaluation
- MovieSceneTracks are NOT evaluated by default
Change 3364925 on 2017/03/26 by Max.Chen
Sequencer: Shot track rows now consider pre and post roll when being compiled
Change 3364926 on 2017/03/26 by Max.Chen
Sequencer: Added the ability to define shared execution tokens, identifyable with a unique identifier, and sortable based on a sort order (<=0: before standard tokens, >0: after other tokens)
Change 3364927 on 2017/03/26 by Max.Chen
Sequencer: Added the ability to selectively restore state for specific anim type IDs for a given object
- This allows us to specifically restore one particular type of animation for a given object (ie, transform, skeletal animation control, or motion blur)
Change 3364928 on 2017/03/26 by Max.Chen
Sequencer: Fixed sub-sub tracks not being present in master sequences
- In order to correctly handle preroll in inner-inner sequences, we need to have access to those tracks when compiling intermediate sub sections. By caching off all the inner templates, we can have access to these tracks to check whether they want to be evaluated in pre/post roll in the master sequence
Change 3364937 on 2017/03/26 by Max.Chen
Sequencer: Update cine camera component debug focus plane on tick, rather than in GetCameraView
#jira UE-41332
Change 3364938 on 2017/03/26 by Max.Chen
Sequencer: Fix crash inserting a level sequence with an invalid shot.
#jira UE-41481
Change 3364940 on 2017/03/26 by Max.Chen
Sequencer: Made handling of pre and post roll more consistent between explicit section pre/post roll and pre/post roll inherited from an outer sub section
Change 3364942 on 2017/03/26 by Max.Chen
Movie Scene Capture: Move EDL generation to setup instead of close to ensure it gets written out when capturing as a separate process.
#jira UE-41703
Change 3364943 on 2017/03/26 by Max.Chen
Sequencer: Prevent capturing movies in editor while a PIE session is running
#jira UE-41399
Change 3364944 on 2017/03/26 by Max.Chen
CIS fixes
Change 3364951 on 2017/03/26 by Max.Chen
Sequencer: Fix autokey not setting a keyframe for slate color with specified color.
#jira UE-41645
Change 3364952 on 2017/03/26 by Max.Chen
Sequencer: Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row
#jira UE-41684
Change 3364953 on 2017/03/26 by Max.Chen
Sequencer: Fix edl so that it doesn't write out when a shot is out of range. Also fixed not writing the EDL with the correct frame rate when exporting from the track. Reworked the cmx EDL so that its encoded in the same edit time space, including a blank slug at the beginning of the edit.
#jira UE-41925
Change 3364954 on 2017/03/26 by Max.Chen
Sequencer - Allow animating parameters on cascade effect components which aren't owned by an AEmitter.
Change 3364955 on 2017/03/26 by Max.Chen
Sequencer: Fixed sequencer anim instance not being used in the case where one was requested, but a different anim instance was already set
This fixes an issue when rendering in seaprate process, animations that were set up to use the sequencer instance would be controlled using montage animation instead.
Change 3364963 on 2017/03/26 by Max.Chen
Sequencer: Fix filtering to include child nodes.
#jira UE-42068
Change 3364964 on 2017/03/26 by Max.Chen
Sequencer: Enable UseCustomStartFrame and UseCustomEndFrame when rendering a single shot from the menu.
#jira UE-42021
Change 3364965 on 2017/03/26 by Max.Chen
Sequencer: Set the fade color in the track display
Change 3364966 on 2017/03/26 by Max.Chen
Sequencer: Show actor attached to label in attach section.
Change 3364967 on 2017/03/26 by Max.Chen
Sequencer: Fix static analysis warnings
Change 3364968 on 2017/03/26 by Max.Chen
Sequencer: Fix crash on converting to spawnable.
The previous implementation purported to allow null objects to set up spawnable defaults but it actually needed to compare the spawned object to the supported type. This new mechanism now allows the spawner to indicate that it accepts null objects and doesn't crash.
#jira UE-42069
Change 3364969 on 2017/03/26 by Max.Chen
Sequencer: Fixed crash caused by holding onto stale properties through a raw ptr
#jira UE-42072
Change 3364977 on 2017/03/26 by Max.Chen
Sequencer: Convert FLinearColor to FColor for fade.
#jira UE-41990
Change 3364978 on 2017/03/26 by Max.Chen
Sequencer: Limit GetAllSections to the sections that actually correspond to the track
#jira UE-42167
Change 3364979 on 2017/03/26 by Max.Chen
Sequencer: Filter root nodes too
#jira UE-42068
Change 3364980 on 2017/03/26 by Max.Chen
Sequencer: Filter relevant material parameters
#jira UE-40712
Change 3364982 on 2017/03/26 by Max.Chen
Sequencer: Remove audio range bounds which clamps to the section bounds (needed for evaluating in pre and post roll)
Change 3364983 on 2017/03/26 by Max.Chen
Sequencer: Add socket name to attach track section.
Change 3364984 on 2017/03/26 by Max.Chen
Sequencer: Fix sub track node deletion so that all the sub tracks aren't deleted, only the row being requested.
#jira UE-40955
Change 3364988 on 2017/03/26 by Max.Chen
Sequencer: Invalidate expired objects when blueprints are compiled. Fix actor references now handles sections that need to have their guids updated (ie. attach tracks).
Change 3364994 on 2017/03/26 by Max.Chen
Sequencer: Audio waveforms now show peak samples with smoothed RMS in the center
- Audio row heights are now also resizable by dragging on the bottom end of the track lane in the track area view
Change 3364995 on 2017/03/26 by Max.Chen
UMG: Fix crash on undo
#jira UE-42210
Change 3365000 on 2017/03/26 by Max.Chen
Sequencer: Fix crash from GetCurrentValue.
Change 3365001 on 2017/03/26 by Max.Chen
Sequencer: Split "Snap to the Dragged Key" option into two options, pressed key and dragged key.
#jira UE-42382
Change 3365002 on 2017/03/26 by Max.Chen
Sequencer: Downgraded check to ensure for FMovieSceneEvalTemplateBase::GetScriptStructImpl()
Change 3365003 on 2017/03/26 by Max.Chen
Sequencer: Fixed section template script struct
- Because the cpp is not parsed by UHT, the empty template had its parent struct, rather than its own
- We now just return null, and handle empty segments correctly in the segment remapper as part of the track compilation
Change 3365013 on 2017/03/26 by Max.Chen
Sequencer: Added data validation on compiled template loads, and extra guards against misuse of movie scene types
Change 3365014 on 2017/03/26 by Max.Chen
Sequencer: Sequencer now re-evaluates when starting PIE or Simulate
- This can be disabled by disabling "Bind Sequencer to PIE" and "Bind Sequencer to Simulate" in PIE advanced settings
Change 3365015 on 2017/03/26 by Max.Chen
Sequencer: Fix edl files so that they don't write out empty range shots
Change 3365017 on 2017/03/26 by Max.Chen
Sequencer: Set max tick rate when in game.
#jira UE-41078
Change 3365018 on 2017/03/26 by Max.Chen
Sequencer: When finishing a scrub, playback status is now correctly set to stopped rather than stepping
- This fixes a hack that was previously in place from the old PostTickRenderFixup that caused it to run that step after scrubbing bad finished. This is no longer necessary, and actually breaks clicking to set the scrub position, as it now means that we step across the entire range between the previous and current time.
Change 3365022 on 2017/03/26 by Max.Chen
Sequencer: Insert shot now creates a shot at the current time and puts it on the next available row.
#jira UE-41480, UE-27699
Change 3365023 on 2017/03/26 by Max.Chen
Sequencer: Add loop selection range. If there is no selection range, loop mode is restricted to loop or no loop.
#jira UE-42285
Change 3365029 on 2017/03/26 by Max.Chen
Sequencer: Add hotkeys to set the selection range to the next and previous shot (page up, page down). Also, added hotkey to set the playback range to all the shots (end)
Change 3365030 on 2017/03/26 by Max.Chen
Sequencer: Fix particle system restore state so that it gets the proper initial active state of the particle system.
#jira UE-42861, UE-42859
Change 3365031 on 2017/03/26 by Max.Chen
Sequencer: Snap time when changing time snapping intervals.
#jira UE-42590
Change 3365032 on 2017/03/26 by Max.Chen
Sequencer: Add When Finished state to sections. By default, sections now restore state.
#jira UE-41991, UE-31569
Change 3365033 on 2017/03/26 by Max.Chen
#jira UE-42028 "DialogueWave playback calls OnQueueSubtitles multiple times"
Only queue subtitles once per wave instance playback
Change 3365041 on 2017/03/26 by Max.Chen
Sequencer: Subscene hierarchical bias
Tracks can now be prioritized based on their subscene hierarhical bias value. Higher bias values take precedence.
#jira UE-42078
Change 3365042 on 2017/03/26 by Max.Chen
Sequencer: Generic paste menu for master (root) tracks.
Change 3365043 on 2017/03/26 by Max.Chen
Sequencer: Hierarchical bias for level visibility track
#jira UE-43024
Change 3365044 on 2017/03/26 by Max.Chen
Sequencer: Prevent throttling on editing keys/sections.
Change 3365045 on 2017/03/26 by Max.Chen
Sequencer: Set sequencer audio components bIsUISound to false so that they don't continue playing when the game is paused.
#jira UE-39391
Change 3365046 on 2017/03/26 by Max.Chen
Sequencer: Add missing BindLevelEditorCommands()
Change 3365049 on 2017/03/26 by Max.Chen
Sequencer: Set tick prerequites for spawnables when they are spawned.
#jira UE-43009
Change 3365050 on 2017/03/26 by Max.Chen
Sequencer: Jump to Start and End of playback shortcuts.
Rewind renamed to Jump to Start. Shortcut - up arrow.
Jump to End Shortcut - ctrl up arrow.
#jira UE-43224
Change 3365051 on 2017/03/26 by Max.Chen
Sequencer: Add last range to playback
Change 3365057 on 2017/03/26 by Max.Chen
Sequencer: Fix master sequence subscene generation times.
Change 3365058 on 2017/03/26 by Max.Chen
Sequencer: Fix paste so that it doesn't paste both onto object nodes and master tracks.
Change 3365059 on 2017/03/26 by Max.Chen
Sequencer: Fix crash pasting audio track.
Change 3365060 on 2017/03/26 by Max.Chen
Sequencer: Cache player fade state so that restore state will return the values to the pre animated state.
#jira UE-43313
Change 3365061 on 2017/03/26 by Max.Chen
Sequencer: Filter hidden functions. This fixes a bug where the field of view property for a cinematic camera appears to be animatable. It should be hidden just like it is in the property editor.
#jira UE-41461
Change 3365065 on 2017/03/26 by Max.Chen
Sequencer: Support component hierarchies when drawing animation paths
#jira UE-39500
Change 3365066 on 2017/03/26 by Max.Chen
Sequencer: Refine pause behaviour in sequencer to always evaluate the next frame
- This ensures that we get a full frame's worth of evaluation so that the paused frame is of a good quality (and avoids us evaluating a tiny range)
Change 3365075 on 2017/03/26 by Max.Chen
Sequencer: Fix add shot not setting next row.
Change 3365076 on 2017/03/26 by Max.Chen
Sequencer: Export MovieSceneTrackEditor
#jira UE-41641
Change 3365472 on 2017/03/27 by Yannick.Lange
VR Editor landscape. Back out changelist 3356071 with new proper fixes.
CL 3356071 introduced another bug and it wasn't correct because of removing FLandscapeToolInteractorPosition. This changelist fixes the same and additional bugs for VREditor Landscape mode.
- Fix when sculpting/painting the position wouldn't update.
- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
- Fix VREditor Landscape Texture Painting does not paint continuously
- Fix having to press once on the landscape to see the visuals for landscape editing.
- Removed Interactor parameter from BeginTool.
#jira UE-42780, UE-42779
Change 3365497 on 2017/03/27 by Matt.Kuhlenschmidt
Fix texture importing when an FBX file incorrectly reports absolute path as relative. First we try absolute, then we try fbx reported relative, then we try relative to parent FBX file.
Change 3365498 on 2017/03/27 by Matt.Kuhlenschmidt
Fix attempting to load a package in FBX scene import when the import path is empty. This greatly reduces FBX scene import time
Change 3365504 on 2017/03/27 by Yannick.Lange
VR Editor landscape fix ensure in when starting to paint/sculpt. Mousemove on tool should only be called when the tool is actually active, not when hovering.
Change 3365551 on 2017/03/27 by Matt.Kuhlenschmidt
PR #3425: Added Scrollbar customization to SComboBox (Contributed by Altrue)
#jira UE-43338
Change 3365580 on 2017/03/27 by Matt.Kuhlenschmidt
PR #3409: Add support for per-Category filtering in Output Log (Contributed by thagberg)
Change 3365672 on 2017/03/27 by Andrew.Rodham
Sequencer: Preanimated state producers can now produce null tokens
- Doing so implies no preanimated state should be saved
Change 3365791 on 2017/03/27 by Andrew.Rodham
Sequencer: Added Material Parameter Collection track
Change 3365806 on 2017/03/27 by Max.Chen
Sequencer: Add option to instance sub sequences.
#jira UE-43307
Change 3365822 on 2017/03/27 by Matt.Kuhlenschmidt
Subdue the output log font color a bit
Change 3365846 on 2017/03/27 by Jamie.Dale
Added package redirection on load/find
Change 3365852 on 2017/03/27 by Jamie.Dale
Adding a way to mark a package as no longer missing
Change 3365896 on 2017/03/27 by Jamie.Dale
Adding GlobalNotification to Slate
This is the guts of the GlobalEditorNotification, so it can be used by code that doesn't link to UnrealEd.
Change 3365900 on 2017/03/27 by Jamie.Dale
Prevent the default cooked sandbox from trying to read non-cooked assets
Change 3366550 on 2017/03/27 by Max.Chen
Sequencer: Fix case
Change 3367301 on 2017/03/28 by Andrew.Rodham
Tests: Added test actor with a variety of properties for testing purposes
Change 3367303 on 2017/03/28 by Andrew.Rodham
Tests: Enabled ActorSequenceEditor plugin in EngineTest project
Change 3367304 on 2017/03/28 by Andrew.Rodham
Tests: Added several functional testing maps for sequencer
- SequencerTest_Properties - tests animating various property types
- SequencerTest_Events - tests basic event triggering functionality (including additional event receivers and event ordering)
- SequencerTest_BindingOverrides - tests overriding possessable and spawnable bindings, along with bindings in sub sequences
- SequencerTest_ActorSequence - tests basic actor sequence functionality
Change 3367465 on 2017/03/28 by Max.Chen
Sequencer: Set Bind Sequencer to PIE off by default, Bind Sequencer to Simulate remains on by default.
Change 3367515 on 2017/03/28 by Matt.Kuhlenschmidt
Guard against visual studio accessor crash
#jira UE-43368
Change 3368118 on 2017/03/28 by Alexis.Matte
Fix the staticmesh conversion from 4.13. There was a error in the LOD loop we where not remapping the LOD 0.
#jira UE-42731
Change 3368485 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - Updated SVN Binaries for MacOSX 64-bit:
- Subversion 1.9.4 -> 1.9.5
- OpenSSL 1.0.2h -> 1.0.2k
- BerkeleyDB 5.3.15 -> 6.2.23
- Java 8u101 -> 8u121
- Sqlite 3.13.0 -> 3.17.0
- Serf 1.3.8 -> 1.3.9
- Swig 3.0.10 -> 3.0.12
- ZLib 1.2.9 -> 1.2.11
Change 3368495 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - Updated SVN Binaries for Windows 64-bit:
- Subversion 1.9.4 -> 1.9.5
- OpenSSL 1.0.2h -> 1.0.2k
- BerkeleyDB 5.3.15 -> 6.2.23
- Java 8u101 -> 8u121
- Sqlite 3.13.0 -> 3.17.0
- Serf 1.3.8 -> 1.3.9
- Swig 3.0.10 -> 3.0.12
- ZLib 1.2.9 -> 1.2.11
Change 3368501 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - SVN Build instructions for Windows and Mac 64-bit libraries, and license files for Mac libraries
Change 3368782 on 2017/03/28 by Nick.Darnell
UMG - Improving some logging for fast widget creation.
Change 3368826 on 2017/03/28 by Nick.Darnell
Slate - Slate Application now maintains seperate tracking for each pointer being utilized for drag drop, so now multiple fingers on multiple widgets can now simultaneously be attempting a drag, however once one of them becomes successful, we clear all state of all other tracking since only one Drag Drop operation is possible at a time.
Slate - bFoldTick is now removed from the codebase, we haven't supported the other (non-folded) code path for awhile, so there was no point in maintaining the switch.
Slate - Users have noticed issues where the cursor does not appear when changing visibility (through toggling the way the cursor appears). This was rooted in how the OS requested cursor changes, WM_SETCURSOR on Windows only asks for new cursors when the mouse moves, but often cursors change just because mouse capture changes. So now the path has been centralized in Slate Tick to only handle the cursor changes in one place, and several places that need to refresh the cursor state, now set a flag to handle it on next tick.
#jira UE-40486
Change 3368917 on 2017/03/28 by Arciel.Rekman
Linux: allow building with clang 4.0.
Change 3369074 on 2017/03/28 by Nick.Darnell
UMG - Fixing some spelling on the hardware cursor tip.
UMG - Changed some checks to ensure now that users can input the wrong data from the editor. Adding some clamping to the editor interface so that users are not tempted to enter incorrect hotspot ranges for their cursors.
#jira UE-43419
#jira UE-43425
Change 3369137 on 2017/03/28 by Max.Chen
Sequencer: Add given master track sets the outer to the movie scene.
Change 3369360 on 2017/03/29 by Andrew.Rodham
Sequencer: Reconciled 3349194 and 3365041 with animphys merge
Change 3369410 on 2017/03/29 by Alexis.Matte
Fix the select filename in the FileDialog "Desktop window platform"
#jira UE-43319
Change 3369475 on 2017/03/29 by Nick.Darnell
PR #3413: UE-37710: Proper scaling of WebBrowserViewport (Contributed by projectgheist)
Modified - you can't use the clip rect to decide on how large you should be.
#jira UE-37710
Change 3369775 on 2017/03/29 by Max.Chen
ControlRig: Fix crash on exit.
#jira UE-43411
Change 3370466 on 2017/03/29 by Nick.Darnell
AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order.
StreamableManager - Only showing the duplicate load error in debug builds, it's not a real error.
#jira UE-43409
Change 3370570 on 2017/03/29 by Nick.Darnell
Slate - Fixing a bug with ZOrder being discarded on the SOverlay Slot.
#jira UE-43431
Change 3370644 on 2017/03/29 by Andrew.Rodham
Temporarily disabling sequencer functional test "Event Position"
Change 3370713 on 2017/03/29 by Nick.Darnell
PR #3399: UE-42831: Anchor text ignores scale (Contributed by projectgheist)
#jira UE-43156
#jira UE-42831
Change 3371243 on 2017/03/30 by Arciel.Rekman
Linux: scale OS allocation pool to match memory size.
- Number of distinct VMAs (contiguous virtual memory areas, i.e. mappings done via mmap()) is rather low (~64k)
and we can run out of VMAs earlier than we will run into available memory. Larger pool makes this less likely.
Change 3371262 on 2017/03/30 by Arciel.Rekman
Linux: fix custom present.
- PR #3383 contributed by yaakuro.
Change 3371301 on 2017/03/30 by Arciel.Rekman
Linux: fix copying to a non-existent directory during Setup.
Change 3371307 on 2017/03/30 by Andrew.Rodham
Editor: Added "Resave All" functionality to content browser folders
Change 3371364 on 2017/03/30 by Andrew.Rodham
Sequencer: Level streaming improvements
- Tick prerequisites are now set up when any object binding is resolved, not at the start of the sequence. This unifies code between spawnables and possessables, and allows tick prerequisites to still be set up when levels are streamed in
- Actor references are no longer resolved when a PIEInstance is specified on the package, and it cannot be fixed up to a different ptr than the original. This stops us resolving actors from one world into another.
- Fixed level visibility request getting cleared when the cumulative total was 0 (it should only do this if there are no requests left)
#jira UE-43225
Change 3371365 on 2017/03/30 by Andrew.Rodham
Tests: Sequencer level streaming tests
Change 3371493 on 2017/03/30 by Nick.Darnell
PR #3408: UE-19980: Added FCanExecuteAction to prevent keyboard shortcut. (Contributed by projectgheist)
Change 3371524 on 2017/03/30 by Nick.Darnell
PR #2938: Minor UMG code fixups (Contributed by projectgheist), accepted most of the changes.
Change 3371545 on 2017/03/30 by Nick.Darnell
UMG - Fixing some minor issues with WidgetComponents not properly limiting input depending on what is supported with reguard to hardware input.
Change 3371576 on 2017/03/30 by Matt.Kuhlenschmidt
PR #3433: Fix for the Standalone D3D Slate Shader using the wrong value for the. (Contributed by megasjay)
Change 3371590 on 2017/03/30 by Nick.Darnell
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations.
Change 3371625 on 2017/03/30 by Alexis.Matte
Fix the merge tool material id assignment
#jira UE-43246
Change 3371666 on 2017/03/30 by Nick.Darnell
UMG - Reducing logging, don't need to tell everyone all the time we're using the fast widget path.
Change 3371687 on 2017/03/30 by Arciel.Rekman
Linux: switch to new managed filehandles.
Change 3371778 on 2017/03/30 by Matt.Kuhlenschmidt
Fixed the animation to play property on skeletal meshes being too small to read anything
#jira UE-43327
Change 3372709 on 2017/03/30 by Matt.Kuhlenschmidt
Made slate loading widget / movie play back more thread safe by eliminating Slate applicaiton or the main window from being ticked directly on another thread. We now have a separate virtual window for ticking and painting the loading screen widgets in isolation
Change 3372757 on 2017/03/30 by Nick.Darnell
Paragon - Fixing cases where people were using PostLoad() where really it should have done when the widget was constructed or created. This is a side effect of the FastWidget creation path 'PostLoad()' is not called on newly constructed widgets, though it did before because part of duplicating the WidgetTree, required serialization, which would have called it.
Change 3372777 on 2017/03/30 by Nick.Darnell
Fixing fast widget template cooking so that it does the same logic as Initialize did, centralizing the code to find the first widgetblueprintclass.
Change 3372949 on 2017/03/30 by Nick.Darnell
UMG - Fixing some cooking crashes for the super class.
Change 3373139 on 2017/03/30 by Jeff.Farris
Added TimingPolicy option to WidgetComponent, so widgets can optionally tick in game time rather than real time.
(Copy of CL 3279699 from Robo Recall to Dev-Editor)
Change 3373235 on 2017/03/30 by Nick.Darnell
Fixing a cooking issue, accidentally removed code that was properly loading some needed assets.
Change 3373266 on 2017/03/30 by Matt.Kuhlenschmidt
Made GetMoviePlayer thread safe. Simply accessing GetMoviePlayer is safe now as is checking IsLoadingFinished. However, most of the functions on movie player are only safe from the game thread!
Change 3374026 on 2017/03/31 by Andrew.Rodham
Sequencer: Moved evaluation group registration to IMovieSceneModule
#jira UE-43420
Change 3374060 on 2017/03/31 by Yannick.Lange
VR Editor: Collision on motion controllers in simulate.
Change 3374185 on 2017/03/31 by Nick.Darnell
Attempting to fix the build.
Change 3374232 on 2017/03/31 by Max.Chen
Sequencer: Fix audio not playing in editor
#jira UE-43514
Change 3374322 on 2017/03/31 by Nick.Darnell
UMG - SafeZone widget now has comments, and useful tips. Using the debugging console commands now trigger the broadcast that will cause controls like the SSafeZone widget to resample the display metrics to learn the new safezone ratio.
Change 3374424 on 2017/03/31 by Max.Chen
Updated test content so that the door animation is now set to "Keep State" for the When Finished property.
#jira UE-43519
Change 3374447 on 2017/03/31 by Max.Chen
Sequencer: Notify streaming system prior to camera cuts
By default, this does nothing. Users will need to enable the preroll section of camera cuts for the streaming system to activate prior to cutting to cameras.
#jira UE-42406
Change 3374571 on 2017/03/31 by Andrew.Rodham
Sequencer: Unified global and object-bound pre animated state, added InitializeObjectForAnimation method to state producers
Change 3374578 on 2017/03/31 by Andrew.Rodham
Sequencer: Added unit tests for pre-animated state
Change 3374592 on 2017/03/31 by Max.Chen
Color Customization: Set curve color names.
#jira UE-43405
Change 3374596 on 2017/03/31 by Andrew.Rodham
Corrected documentation comment
Change 3374671 on 2017/03/31 by Matt.Kuhlenschmidt
Fix movie scene audio track not compiling outside of editor
Change 3374689 on 2017/03/31 by Matt.Kuhlenschmidt
Remove the slate thread masquerading as the game thread in IsInGameThread
Change 3374730 on 2017/03/31 by Max.Chen
Sequencer: Add check for null loaded level.
Change 3374732 on 2017/03/31 by Max.Chen
Sequencer: Remove null tracks on postload.
Change 3374737 on 2017/03/31 by tim.gautier
- Updated UMG_Optimization: Adjusted Variable names to resolve compile errors due to Widget Components and Variables sharing names (cannot be done with new compile improvements)
- Set Level Blueprint for TM-UMG back to AllPalettes
Change 3374987 on 2017/03/31 by Nick.Darnell
UMG - Introducing a way to inform the widgets more information about the designer. There's now a DesignerChanged event sent to all design time widgets letting them know things like the current screen size and DPI scale.
UMG - The SafeZone widget will now show the correct safe zone amount if you use the safezone command line options, which are now documented in the comment for the USafeZone class.
Change 3375599 on 2017/03/31 by Max.Chen
Cine Camera: Update camera debug plane when property changes, rather rely soley on tick. This fixes a bug where sliding the value on the details panel doesn't update the debug plane in the viewport simultaneously.
#jira UE-43543
Change 3375601 on 2017/03/31 by Arciel.Rekman
Linux: switch to v9 cross-toolchain.
Change 3375856 on 2017/04/01 by Andrew.Rodham
Sequencer: Fixed 'formal parameter with requested alignment of 16 won't be aligned'
Change 3375870 on 2017/04/01 by Andrew.Rodham
Sequencer: Fixed explicit template instantiation ocurring before the complete definition of type's members
- This resulted such members not being instantiated (and hence exported) when compiled with clang
Change 3376114 on 2017/04/02 by Arciel.Rekman
Linux: make source code accessor aware of clang 3.9 and 4.0.
Change 3376138 on 2017/04/02 by Arciel.Rekman
Linux: add clang to fedora deps (UE-42123).
- PR #3273 submitted by cpyarger.
Change 3376159 on 2017/04/02 by Arciel.Rekman
Linux: some support for building on Debian Sid or Stretch (UE-35841).
- Basd on PR #2790 by haimat.
Change 3376163 on 2017/04/02 by Arciel.Rekman
Linux: install latest clang on Arch (UE-42341).
- This undoes PR #1905.
- PR #2897 by SiebenCorgie.
- PR #3302 by awesomeness872.
- PR #3341 by patrickelectric.
Change 3376167 on 2017/04/02 by Arciel.Rekman
Add FreeBSD mem info (courtesy support for the out of tree build) (UE-42994).
- PR #3378 by mdcasey.
Change 3376168 on 2017/04/02 by Arciel.Rekman
Linux: fixed VHACD Makefile on a case sensitive fs (UE-42905).
- PR #3381 by slonopotamus.
Change 3376177 on 2017/04/02 by Arciel.Rekman
SlateDlg: case-insensitive comparison of filter extensions (UE-39477).
- PR #3019 by aknarts.
Change 3376178 on 2017/04/02 by Arciel.Rekman
WebRTC: only x86_64 version exists for Linux.
Change 3376245 on 2017/04/03 by Andrew.Rodham
Sequencer: Re-enabled event order test
Change 3376339 on 2017/04/03 by Matt.Kuhlenschmidt
Fix crash during loading movie playback on DX12 due to not ever cleaning up old resources
#jira UE-27026
Change 3376481 on 2017/04/03 by Alex.Delesky
#jira UE-43495 - TMaps will now support customized key properties correctly.
Change 3376741 on 2017/04/03 by Matt.Kuhlenschmidt
Fix crash flushing font cache when loading a movie. This is no longer save on the slate movie thread
#jira UE-43567
Change 3376763 on 2017/04/03 by Shaun.Kime
Material Reroute nodes do not work for Texture Object Parameters as they return a base output type. Modified logic to now support this node type.
#jira UE-43521
Change 3376836 on 2017/04/03 by Jamie.Dale
Fixed text format history being clobbered by reference collection
#jira UE-37513
Change 3376852 on 2017/04/03 by Nick.Darnell
Paragon - Found a case where a user had marked a BindWidget property as Transient which prevents serializing the property binding now for widget fast mode.
#jira UE-43564
Change 3377207 on 2017/04/03 by Jamie.Dale
Desktop platform directory pickers are expected to return absolute paths
File pickers return relative paths though, and we should make this consistent at some point.
#jira UE-43588
Change 3377214 on 2017/04/03 by Matt.Kuhlenschmidt
Fix movie player shutdown crash in non-editor builds
#jira UE-43577
Change 3377299 on 2017/04/03 by Michael.Dupuis
#jira UE-43586 : properties should be non transactional
#jira UE-43559
Change 3378333 on 2017/04/04 by Michael.Dupuis
#jira UE-43585
#jira UE-43586
Revert back to purple color
Change 3378633 on 2017/04/04 by Matt.Kuhlenschmidt
Resaved this asset to avoid zero engine version warnings
Change 3378958 on 2017/04/04 by Nick.Darnell
Automation - Fixing the race condition to finish compiling shaders on screenshots for UI.
[CL 3379345 by Matt Kuhlenschmidt in Main branch]
2017-04-04 15:35:21 -04:00
|
|
|
FEdGraphSchemaAction_NewStateComment(FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping)
|
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
|
|
|
: FEdGraphSchemaAction(MoveTemp(InNodeCategory), MoveTemp(InMenuDesc), MoveTemp(InToolTip), InGrouping)
|
2014-03-14 14:13:41 -04:00
|
|
|
{}
|
|
|
|
|
|
2015-09-14 09:25:39 -04:00
|
|
|
//~ Begin FEdGraphSchemaAction Interface
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) override;
|
2015-09-14 09:25:39 -04:00
|
|
|
//~ End FEdGraphSchemaAction Interface
|
2014-03-14 14:13:41 -04:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
UCLASS(MinimalAPI)
|
|
|
|
|
class UAnimationStateMachineSchema : public UEdGraphSchema
|
|
|
|
|
{
|
2015-03-17 06:17:32 -04:00
|
|
|
GENERATED_UCLASS_BODY()
|
2014-03-14 14:13:41 -04:00
|
|
|
|
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
|
|
|
ANIMGRAPH_API static const FName PC_Exec;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-09-14 09:25:39 -04:00
|
|
|
//~ Begin UEdGraphSchema Interface
|
2015-04-01 07:20:55 -04:00
|
|
|
virtual void CreateDefaultNodesForGraph(UEdGraph& Graph) const override;
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual const FPinConnectionResponse CanCreateConnection(const UEdGraphPin* A, const UEdGraphPin* B) const override;
|
|
|
|
|
virtual bool TryCreateConnection(UEdGraphPin* A, UEdGraphPin* B) const override;
|
2015-04-01 07:20:55 -04:00
|
|
|
virtual bool CreateAutomaticConversionNodeAndConnections(UEdGraphPin* PinA, UEdGraphPin* PinB) const override;
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void GetGraphContextActions(FGraphContextMenuBuilder& ContextMenuBuilder) const override;
|
|
|
|
|
virtual EGraphType GetGraphType(const UEdGraph* TestEdGraph) const override;
|
2019-09-10 11:35:20 -04:00
|
|
|
virtual void GetContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual FLinearColor GetPinTypeColor(const FEdGraphPinType& PinType) const override;
|
|
|
|
|
virtual void GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const override;
|
|
|
|
|
virtual void DroppedAssetsOnGraph(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraph* Graph) const override;
|
|
|
|
|
virtual void DroppedAssetsOnNode(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node) const override;
|
|
|
|
|
virtual void DroppedAssetsOnPin(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraphPin* Pin) const override;
|
|
|
|
|
virtual void GetAssetsNodeHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon) const override;
|
|
|
|
|
virtual void GetAssetsPinHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon) const override;
|
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
|
|
|
|
|
|
|
|
virtual void BreakNodeLinks(UEdGraphNode& TargetNode) const override;
|
|
|
|
|
virtual void BreakPinLinks(UEdGraphPin& TargetPin, bool bSendsNodeNotification) const override;
|
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
|
|
|
virtual void BreakSinglePinLink(UEdGraphPin* SourcePin, UEdGraphPin* TargetPin) const override;
|
2015-09-14 09:25:39 -04:00
|
|
|
//~ End UEdGraphSchema Interface
|
2014-03-14 14:13:41 -04:00
|
|
|
};
|