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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_ExecutionSequence.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
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 "K2Node_ExecutionSequence.h"
#include "EdGraph/EdGraphPin.h"
#include "EdGraphSchema_K2.h"
#include "KismetCompilerMisc.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 "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Styling/AppStyle.h"
#define LOCTEXT_NAMESPACE "K2Node_MultiGate"
//////////////////////////////////////////////////////////////////////////
// FKCHandler_ExecutionSequence
class FKCHandler_ExecutionSequence : public FNodeHandlingFunctor
{
public:
FKCHandler_ExecutionSequence(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
// Make sure that the input pin is connected and valid for this block
FEdGraphPinType ExpectedPinType;
ExpectedPinType.PinCategory = UEdGraphSchema_K2::PC_Exec;
UEdGraphPin* ExecTriggeringPin = Context.FindRequiredPinByName(Node, UEdGraphSchema_K2::PN_Execute, EGPD_Input);
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
if ((ExecTriggeringPin == nullptr) || !Context.ValidatePinType(ExecTriggeringPin, ExpectedPinType))
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3623004 by Ben.Marsh Fix RemoteExecutor not taking the remote machine specs into account. Change 3623172 by Ben.Marsh UGS: Fix "More Info..." button not using P4 server override. Change 3628820 by Ben.Marsh PR #3979: Get working directory from task element, not tool node (Contributed by nullbus) Change 3630424 by Graeme.Thornton Make the AES key parameter const in FAES::EncryptData() Change 3632786 by Steve.Robb FString constructor fixed to not take an ignored void* parameter, which can be misleading. Change 3639534 by Ben.Marsh Remove old P4.NET library. Doesn't seem to be used by anything. Change 3640536 by Steve.Robb GitHub #4007 : Delete unnecessary specialization of MakeArrayView #jira UE-49617 Change 3641155 by Gil.Gribb UE4 - Speculative fix for problem with summary reading in FAsyncArchive2. Change 3643932 by Ben.Marsh Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument). Change 3644825 by Ben.Marsh Use VSWHERE to find the location of MsBuild.exe, if available. https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645 Change 3647395 by Ben.Marsh Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options. Change 3650300 by Ben.Marsh UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis. Change 3650856 by Robert.Manuszewski Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread Change 3651022 by Gil.Gribb UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher. Change 3658331 by Steve.Robb Fix for the parsing of large integer values. Change 3661958 by Gil.Gribb UE4 - Fixed rare hang in task graph. Change 3664021 by Robert.Manuszewski Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html Change 3664254 by Steve.Robb Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports. Change 3664436 by Steve.Robb Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads. Change 3666461 by Graeme.Thornton Improvements to signing/encryption key embedding and runtime access - Changed method of embedding key into the executable to make it more secure - Added FAESKey class to wrap a 32 byte key Change 3666462 by Graeme.Thornton Cut ShooterGame AES key down to 32 characters Change 3677560 by Ben.Marsh PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn) Change 3683534 by Steve.Robb Refactoring of enum/struct lookup during hot reload. Change 3683754 by Steve.Robb Alignment fixes to allow int64 on 32-bit platforms Support for integral types in IsAligned. Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types. Some fixes to existing code. Change 3686670 by Steve.Robb Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS. Change 3687540 by Ben.Marsh Fix all UBT/UAT output going to stderr rather than stdout. Change 3688931 by Gil.Gribb UE4 - Critical fix for a rare race condition in the pak file async IO layer. Change 3690000 by Graeme.Thornton Manual copy of 4.18 CL 3687869 Make UBT include the destination INI file for a given hierarchy if it exists Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name Change 3690030 by Graeme.Thornton VSCode fixes - Source Code Accessor plugin changes. Add new interface method to open a solution at a given path - GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for - Various fixes for vscode project file generation #jira UE-50554 Change 3690885 by Steve.Robb Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>. Change 3691052 by Steve.Robb Free stats thread on shutdown. Change 3695138 by Steve.Robb AsConst helper function added. Change 3696627 by James.Hopkin Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr (review-3606695) Change 3697099 by Steve.Robb GitHub #4105 : Removed redundant class access modifier Change 3697154 by Steve.Robb Removal of deprecated functions in delegates. Mutable lambdas to can now be bound to delegates. Change 3697180 by Steve.Robb GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty Change 3697239 by Steve.Robb Allow TArray::Insert to take an array with any allocator type. Change 3697269 by Steve.Robb RelocateConstructItems instead of MoveConstructItems. Change 3697558 by Steve.Robb New _GetRef functions for TArray, which return a reference to the newly-added element. Unit tests for these functions. Change 3699776 by Steve.Robb TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled. Change 3702397 by Steve.Robb TIsTrivial type trait. Change 3702569 by Steve.Robb Allow a TGuardValue to be assigned to a different type from the one being guarded. Change 3706644 by Robert.Manuszewski Different stack ingore count for development builds for FArchiveStackTrace Change 3709272 by Steve.Robb Removal of redundant UpdateVertices, which causes a race condition on the renderer thread. Change 3709452 by Robert.Manuszewski Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies Change 3709454 by Robert.Manuszewski Added command line option -NOEDL to disable EDL Change 3709487 by Steve.Robb Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1. Change 3709645 by Ben.Marsh Fix race condition between multiple instances of UBT trying to write out the XML config cache. Change 3711193 by Ben.Marsh Add an editor setting for the shared DDC location to use. #jira UE-51487 Change 3713811 by Steve.Robb Update .modules files after a hot reload. Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks. Pass hotreload flags around in UBT instead of relying on global state. This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205. #jira UE-51472 Change 3715654 by Steve.Robb GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy. Change 3718782 by Steve.Robb TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called. Change 3720830 by Steve.Robb Initial import of TAtomic object wrapper, which guarantees atomic access to an object. Change 3720881 by Steve.Robb FCompression ThreadSanitizer data race fixes. Change 3722640 by Graeme.Thornton Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading. #jira UE-51463 Change 3722655 by Steve.Robb Don't null name table because it's already zeroed at startup. Some tidy-ups. Change 3722754 by Steve.Robb Thread sanitizer fix. Small typo fix. Change 3722849 by Graeme.Thornton Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server Change 3723081 by Steve.Robb TAtomic is now aligned to the underlying integer type. TAtomic will now static assert with a better error message when given an unsupported type. Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number. Misc renames. Change 3723270 by Ben.Marsh Include /d2cgsummary argument when running UBT with -Timing. Change 3723683 by Ben.Marsh Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance. Change 3725422 by Robert.Manuszewski When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning. Change 3725735 by Robert.Manuszewski Making all CheckDefaultSubobjects related functions const Change 3726167 by Steve.Robb FMinimalName::IsNone added. Change 3726458 by Steve.Robb TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer. Change 3726542 by Ben.Marsh UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths. Change 3726595 by Ben.Marsh Allow building multiple game targets in the example BuildEditorAndTools.xml script. Change 3726724 by Ben.Marsh Fix ambiguities in calculating root directory. (GitHub #4172) Change 3726959 by Ben.Marsh Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does. Change 3728437 by Steve.Robb VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel. Some improved documentation. NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping. Change 3732262 by Gil.Gribb UE4 - Fixed rare hangs in the task graph. Change 3732755 by Steve.Robb Stats TSAN fixes. Optimizations to FCycleCounter::Start() to only read the stat name once. Change 3735000 by Robert.Manuszewski Always preload the AssetRegistry module on startup. even if EDL is disabled. Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert. Change 3735292 by Robert.Manuszewski Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates. Change 3735332 by Steve.Robb Refactoring of UDelegateProperty::Identical() to clarify logic. Fixed UMulticastDelegateProperty::Identical() to compare the bound function names. PPF_DeltaComparison removed, as it doesn't seem useful. Change 3737960 by Graeme.Thornton VSCode - Add launch task for generating project files for the given folder Change 3738398 by Graeme.Thornton Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor #jira UE-51451 Change 3738405 by Graeme.Thornton VSCode: Format c/cpp settings strings using comment path formatting function Change 3738928 by Steve.Robb Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18) #jira UE-51842 Change 3739135 by Ben.Marsh Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history. #jira UE-51855 Change 3739360 by Ben.Marsh UAT: Fix issue with P4PORT setting not being parsed correctly. Change 3745959 by James.Hopkin #core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types Change 3746125 by Steve.Robb FName ThreadSanitizer fixes. Change 3747274 by Steve.Robb TSAN fix for FMediaTicker::Stopping. Change 3747618 by Steve.Robb ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish. Change 3747720 by Steve.Robb ThreadSanitizer fix for FMessageRouter::Stopping. Change 3749207 by Graeme.Thornton First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys. Change 3749323 by Graeme.Thornton Fix UAT crash when only -targetplatform is specifiied Change 3749349 by Steve.Robb TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer. Change 3749617 by Steve.Robb Logf static_assert for formatting string enabled. Change 3749897 by Steve.Robb FDebug::LogAssertFailedMessage static assert for formatting string enabled. Change 3754011 by Steve.Robb Static asserts that the allocator supports move. Move-enabled our allocators which don't support move. Change 3754227 by Ben.Marsh Fix build command line in generated projects missing a space before the compiler version override. #jira UE-52226 Change 3754562 by Ben.Marsh PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk) Change 3755616 by Graeme.Thornton Runtime code for using the new crypto ini files to define signing/encryption keys #jira UE-46580 Change 3755666 by James.Hopkin Used ImplicitConv to remove Casts being used for up-casts #review-3745965 Change 3755671 by Graeme.Thornton Add log message in unrealpak to say which config file system it is using for crypto keys Change 3755672 by Graeme.Thornton Updating ShooterGame with new CryptoKeys based security setup Change 3756778 by Ben.Marsh Add support for running multiple jobs simultaneously on a single builder. When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used. Change 3758498 by Ben.Marsh Re-throw exceptions when a file cannot be deleted when cleaning a target. Change 3758921 by Steve.Robb ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access. DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory. Change 3760599 by Graeme.Thornton Added missing epic header comment to some new source files Change 3760642 by Steve.Robb ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread. Change 3760669 by Graeme.Thornton Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually. Added a test mode to the cryptokeys commandlet to test signing key generation Change 3760711 by Steve.Robb ThreadSanitizer fixes to GIsRenderingThreadSuspended. Change 3760739 by Steve.Robb ThreadSanitizer fix for FQueuedThread::TimeToDie. Change 3760763 by Steve.Robb ThreadSanitizer fix for GRunRenderingThreadHeartbeat. Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread. Change 3760793 by Steve.Robb Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos. Change 3760817 by Steve.Robb ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos. Change 3761331 by Josh.Engebretson UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj #jira UE-52416 Change 3761521 by Steve.Robb ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId. Change 3763117 by Graeme.Thornton PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL) Change 3763358 by Graeme.Thornton Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path Derived from the content of this PR: PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang) Change 3764058 by Graeme.Thornton Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes #jira UE-52359 Change 3764705 by Steve.Robb Better handling of whitespace in ImportText_Internal() for set and map properties. Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data). Fix to USetProperty's temp buffer size to avoid buffer overruns. Duplicate map keys are now skipped during import, same as USetProperty's behavior. Change 3764731 by Steve.Robb Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that. Change 3765923 by Graeme.Thornton VSCode - "taskName" -> "label" for C# build tasks Change 3766018 by Steve.Robb constexpr constructor for TAtomic. Change 3766037 by Steve.Robb Misc tidyings in HotReload.cpp. Change 3766046 by Steve.Robb ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local. Change 3766288 by Steve.Robb Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects. Change 3766374 by Josh.Engebretson Fix issue with ini quoted value comparison #jira UE-52066 Change 3766532 by Josh.Engebretson PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu) #jira UE-46156 Change 3766740 by Steve.Robb TMultiMap::Append added. Change 3767523 by Steve.Robb ThreadSanitizer fix for UE4Delegates_Private::GNextID. Change 3767601 by Steve.Robb ThreadSanitizer fix for FStats::GameThreadStatsFrame. Change 3770567 by Ben.Marsh Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives. Change 3770826 by Ben.Marsh Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it. Change 3770875 by Steve.Robb Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps. Change 3772167 by Ben.Marsh Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data. Change 3772248 by Steve.Robb ThreadSanitizer fixes to FMalloc call counters. Change 3772383 by Ben.Marsh Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive. Change 3772906 by Graeme.Thornton TextAssetCommandlet - Utility commandlet for testing/converting to text asset format Change 3772932 by Ben.Marsh Fix "String:" prefix not being stripped from escaped string values. Change 3772942 by Graeme.Thornton Add experimental setting to enable in-editor text asset format functionality Add "export to text" option into the content browser asset actions context menu Change 3772955 by Ben.Marsh Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility. Change 3772963 by Ben.Marsh Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries. Change 3773010 by Graeme.Thornton Added CORE_API to FArchiveFromStructuredArchive Gave text asset format experimental option a slightly less random tooltip comment Change 3773057 by Ben.Marsh Add a flag to FArchive to determine whether the archive is text (IsTextFormat()). Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive. Also rename FStructuredArchive::TryEnterSlot() to TryEnterField(). Change 3773118 by Steve.Robb TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size. Change 3773122 by Steve.Robb TAtomic fixes for pointer arithmetic. TSignedIntType used instead of reimplementing its own trait. Change 3773123 by Steve.Robb Unit tests for TAtomic. Change 3773138 by Steve.Robb Run numeric tests on integer types instead of basic tests. Fix for compiler warnings when subtracting from unsigned atomics. Change 3773166 by Steve.Robb Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that. Change 3774216 by Gil.Gribb UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file. Change 3774426 by Ben.Marsh Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all. See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html Change 3774658 by Ben.Marsh Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it. Change 3775141 by Ben.Marsh Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor. Change 3775459 by Ben.Marsh Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically. Change 3775522 by Ben.Marsh UGS: Treat .uproject and .uplugin files as code changes. Change 3775597 by Ben.Marsh Fix post-build steps for plugins not being executed. #jira UE-52754 Change 3777895 by Graeme.Thornton StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive Change 3777931 by Graeme.Thornton Refactored FArchiveUObjects serialization code into some static helpers Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers Change 3777942 by Graeme.Thornton Added missing CORE_API to FStructuredArchive::FStream Added FStructuredArchive::FSlot insertion operator for char Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value Change 3778084 by Graeme.Thornton Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files Change 3778096 by Graeme.Thornton Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class Change 3778389 by Josh.Engebretson Fix an optimization issue with CPU benchmarking Add better support for debugging/testing local rocket builds UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html #jira UE-52192 Change 3778701 by Josh.Engebretson Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html #jira UE-40317 Change 3778832 by Chad.Garyet Adding enterprise path support for PCB's for UGS Change 3780258 by Graeme.Thornton TextAssetCommandlet - Accumulate timings for loading packages and saving packages Change 3780463 by Graeme.Thornton CryptoKeys improvements - Enable CryptoKeys plugin by default - Attempt to inherit settings from the old system by default - Hide ini/index encryption settings from packaging settings and just inherit previous values into new system Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings Change 3780557 by Ben.Marsh Fix LoginFlow module not being precompiled for the binary release. Change 3780846 by Josh.Engebretson Improve filename to long package name resolution when provided a relative path Change 3780863 by Ben.Marsh UAT: Add a better error message when a C# project has an invalid reference. Change 3780911 by Ben.Marsh Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce. The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument. Change 3780956 by Josh.Engebretson Add support for ! (RemoveKey) config command to UBT UDN Link: https://udn.unrealengine.com/questions/397267/index.html #jira UE-52033 Change 3782957 by Robert.Manuszewski UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Change 3784503 by Ben.Marsh Optimizations for FStructuredArchive: * Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it. * Prevent shrinking of arrays when removing elements. * Add an inline allocator to the scope and container stacks. Change 3784700 by Ben.Marsh Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front. Change 3784989 by Ben.Marsh Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0. Change 3786860 by Gil.Gribb UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely. Change 3787159 by Ben.Marsh Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution. Change 3787493 by Josh.Engebretson Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile Fix for multiple threads parsing ini keys (PR 3995) #PR 3995 #jira 52913 #jira 49503 Change 3787773 by Steve.Robb Fix for missing final values from FOREACH_ENUM_ macros. Change 3788287 by Ben.Marsh TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique. Change 3788678 by Ben.Marsh Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive. Change 3789353 by Graeme.Thornton Removed unused/rotten modes from TextAsset commandlet. Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing. Change 3789396 by Ben.Marsh Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h Change 3789772 by Ben.Marsh Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line. Change 3790003 by Ben.Marsh TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record. Change 3790051 by Steve.Robb PIE is disabled during a hot reload. Hot reload in editor is disabled during PIE. Hot reload from IDE is deferred until after PIE is exited. Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change. #jira UE-20357 #jira UE-52137 Change 3790709 by Steve.Robb Better move support for TVariant. EVariantTypes switched over to using an enum class to aid debugger visualization. Change 3791422 by Ben.Marsh TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time. Change 3791489 by Graeme.Thornton TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record Change 3792344 by Ben.Marsh Improvements to base64 encoding library. * Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations. * Added support for decoding base-64 blobs without padding marks. * Added support for decoding into pre-allocated buffer. * Added constexpr functions for determining the encoded and maximum decoded size of an input buffer. * Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes). Change 3792949 by Ben.Marsh TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter. Change 3794078 by Robert.Manuszewski Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine #jira UE-52392 Change 3794413 by Ben.Marsh TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack. Change 3794731 by Ben.Marsh TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable. Change 3795081 by Ben.Marsh UBT: Move LinuxCommon.cs into Platform/Linux folder. Change 3795137 by Ben.Marsh UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property). Change 3795247 by Ben.Marsh Fix missing header when creating a new interface from the editor new code wizard. #jira UE-53174 Change 3796025 by Graeme.Thornton Fixed some deprecated "Definitions" warnings in OpenCV build files Change 3796103 by Graeme.Thornton Disable experimental text asset option - it does nothing useful yet. Change 3796157 by Graeme.Thornton Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open. #jira UE-53206 Change 3796315 by Ben.Marsh Move Formatter to the correct position for initializer. #jira UE-53208 Change 3797082 by Ben.Marsh UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT. #jira UE-53232 Change 3799050 by Ben.Marsh Make UnrealPak.version files writable for Mac and Linux. Change 3801012 by Graeme.Thornton VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory Change 3801214 by Gil.Gribb UE4 - Remove assert to work around minor problem with lock free lists. #jira UE-49600 Change 3801219 by Steve.Robb WeakObjectPtrs now warn when casting away const. Change 3801299 by Graeme.Thornton Fix quote issue with foreign project build tasks on PC Change 3803292 by Graeme.Thornton Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries Change 3803559 by Steve.Robb TSAN fix for FMalloc::MaxSingleAlloc. Change 3803735 by Graeme.Thornton Last set of cryptokeys changes - Added some comments for editor exposed settings - Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets" Change 3803929 by Ben.Marsh UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog. Change 3624590 by Steve.Robb AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector. Tidy-up of existing calls to AddReferencedObjects. Change 3629473 by Ben.Marsh Build: Rename the option for embedding source server information in PDB files for installed engine builds. Change 3632894 by Steve.Robb VARARG* macros deprecated and usage replaced with variadic templates. Change 3640704 by Steve.Robb MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type. Fix to TWeakObjectPtr's constructor which implicitly removed const. Fixes to everything which didn't compile as a result. Change 3650813 by Graeme.Thornton Removed FStartupPackages and associated code Change 3651000 by Ben.Marsh Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out. #jira UE-49980 Change 3690842 by Steve.Robb FPlatformAtomics::AtomicRead added - needs optimizing. AtomicRead() used in FThreadSafeCounter::GetValue(). Change 3699416 by Steve.Robb Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator. Improved readability of TSparseArray visualization. Change 3720812 by Steve.Robb Atomic functions for 8-bit and 16-bit. Android, Linux and Switch implementations now just use the Clang implementation. AtomicRead64 deprecated in favor of the int64* AtomicRead overload. Change 3722698 by Steve.Robb VS debugger visualizers for TAtomic. Change 3732270 by Steve.Robb Relaxed stores and loads. Change 3749315 by Graeme.Thornton If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform #jira UE-52034 Change 3750657 by Josh.Engebretson Fixed issue when debugging editor cook/package and project launch operations #jira UE-52207 Change 3758514 by Steve.Robb Fixes to FString::Printf having non-literals being passed as its formatting string. Change 3763356 by Steve.Robb ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters. Change 3770549 by Steve.Robb Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES. Tidy up of existing code which uses it. Change 3770553 by Ben.Marsh Adding structured serialization API to Core/CoreUObject for use with text-based assets. * FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types. * Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Maps are string -> value dictionaries where the key names are present regardless of the build type. * Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects. * Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type. * The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0. * Includes implementations of FArchiveFormatter for binary and JSON formats. Change 3771105 by Steve.Robb Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS. Fix for incorrect warning formatting on Clang platforms. Change 3771520 by Steve.Robb Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header. Change 3771564 by Steve.Robb More common macros moved to the Clang pre-setup header. Change 3771613 by Steve.Robb EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h. Change 3772881 by Ben.Marsh Add support for serializing FName and UObject through FStructuredArchive. In order to allow custom linker behavior when serializing objects: * The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer. * The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table) Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix). Change 3772941 by Graeme.Thornton Make build work when including StructuredArchive.h from core container types Added standard header to new files Add structured archive serializer for TArray Fix bug in structured archive where containers weren't being popped from the scope stack Change 3772972 by Ben.Marsh Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot. Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately. When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields. Change 3773006 by Ben.Marsh Rename FStructuredArchive::FRecord::EnterSlot() to EnterField(). Change 3773013 by Steve.Robb bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes. Change 3774499 by Ben.Marsh Minor fixes for FStructuredArchive related classes: * Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types. * FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions. Change 3774600 by Ben.Marsh Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data. This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data. Change 3789721 by Ben.Marsh TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing. Change 3789920 by Ben.Marsh TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double. #jira UECORE-364 Change 3789982 by Ben.Marsh TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter. Change 3792466 by Ben.Marsh TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly. In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations. Change 3792935 by Ben.Marsh TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive. Change 3795100 by Ben.Marsh UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer. Change 3795106 by Ben.Marsh Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions. Change 3796275 by Ben.Marsh Fix paths to Version.h includes from resource files. Change 3800683 by Josh.Engebretson Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format #jira UE-50073 Change 3803545 by Steve.Robb TWeakObjPtr const-dropping assignment fix. Fixes to change. [CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
CompilerContext.MessageLog.Error(*LOCTEXT("NoValidExecutionPinForExecSeq_Error", "@@ must have a valid execution pin @@").ToString(), Node, ExecTriggeringPin);
return;
}
else if (ExecTriggeringPin->LinkedTo.Num() == 0)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3623004 by Ben.Marsh Fix RemoteExecutor not taking the remote machine specs into account. Change 3623172 by Ben.Marsh UGS: Fix "More Info..." button not using P4 server override. Change 3628820 by Ben.Marsh PR #3979: Get working directory from task element, not tool node (Contributed by nullbus) Change 3630424 by Graeme.Thornton Make the AES key parameter const in FAES::EncryptData() Change 3632786 by Steve.Robb FString constructor fixed to not take an ignored void* parameter, which can be misleading. Change 3639534 by Ben.Marsh Remove old P4.NET library. Doesn't seem to be used by anything. Change 3640536 by Steve.Robb GitHub #4007 : Delete unnecessary specialization of MakeArrayView #jira UE-49617 Change 3641155 by Gil.Gribb UE4 - Speculative fix for problem with summary reading in FAsyncArchive2. Change 3643932 by Ben.Marsh Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument). Change 3644825 by Ben.Marsh Use VSWHERE to find the location of MsBuild.exe, if available. https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645 Change 3647395 by Ben.Marsh Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options. Change 3650300 by Ben.Marsh UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis. Change 3650856 by Robert.Manuszewski Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread Change 3651022 by Gil.Gribb UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher. Change 3658331 by Steve.Robb Fix for the parsing of large integer values. Change 3661958 by Gil.Gribb UE4 - Fixed rare hang in task graph. Change 3664021 by Robert.Manuszewski Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html Change 3664254 by Steve.Robb Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports. Change 3664436 by Steve.Robb Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads. Change 3666461 by Graeme.Thornton Improvements to signing/encryption key embedding and runtime access - Changed method of embedding key into the executable to make it more secure - Added FAESKey class to wrap a 32 byte key Change 3666462 by Graeme.Thornton Cut ShooterGame AES key down to 32 characters Change 3677560 by Ben.Marsh PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn) Change 3683534 by Steve.Robb Refactoring of enum/struct lookup during hot reload. Change 3683754 by Steve.Robb Alignment fixes to allow int64 on 32-bit platforms Support for integral types in IsAligned. Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types. Some fixes to existing code. Change 3686670 by Steve.Robb Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS. Change 3687540 by Ben.Marsh Fix all UBT/UAT output going to stderr rather than stdout. Change 3688931 by Gil.Gribb UE4 - Critical fix for a rare race condition in the pak file async IO layer. Change 3690000 by Graeme.Thornton Manual copy of 4.18 CL 3687869 Make UBT include the destination INI file for a given hierarchy if it exists Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name Change 3690030 by Graeme.Thornton VSCode fixes - Source Code Accessor plugin changes. Add new interface method to open a solution at a given path - GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for - Various fixes for vscode project file generation #jira UE-50554 Change 3690885 by Steve.Robb Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>. Change 3691052 by Steve.Robb Free stats thread on shutdown. Change 3695138 by Steve.Robb AsConst helper function added. Change 3696627 by James.Hopkin Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr (review-3606695) Change 3697099 by Steve.Robb GitHub #4105 : Removed redundant class access modifier Change 3697154 by Steve.Robb Removal of deprecated functions in delegates. Mutable lambdas to can now be bound to delegates. Change 3697180 by Steve.Robb GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty Change 3697239 by Steve.Robb Allow TArray::Insert to take an array with any allocator type. Change 3697269 by Steve.Robb RelocateConstructItems instead of MoveConstructItems. Change 3697558 by Steve.Robb New _GetRef functions for TArray, which return a reference to the newly-added element. Unit tests for these functions. Change 3699776 by Steve.Robb TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled. Change 3702397 by Steve.Robb TIsTrivial type trait. Change 3702569 by Steve.Robb Allow a TGuardValue to be assigned to a different type from the one being guarded. Change 3706644 by Robert.Manuszewski Different stack ingore count for development builds for FArchiveStackTrace Change 3709272 by Steve.Robb Removal of redundant UpdateVertices, which causes a race condition on the renderer thread. Change 3709452 by Robert.Manuszewski Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies Change 3709454 by Robert.Manuszewski Added command line option -NOEDL to disable EDL Change 3709487 by Steve.Robb Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1. Change 3709645 by Ben.Marsh Fix race condition between multiple instances of UBT trying to write out the XML config cache. Change 3711193 by Ben.Marsh Add an editor setting for the shared DDC location to use. #jira UE-51487 Change 3713811 by Steve.Robb Update .modules files after a hot reload. Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks. Pass hotreload flags around in UBT instead of relying on global state. This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205. #jira UE-51472 Change 3715654 by Steve.Robb GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy. Change 3718782 by Steve.Robb TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called. Change 3720830 by Steve.Robb Initial import of TAtomic object wrapper, which guarantees atomic access to an object. Change 3720881 by Steve.Robb FCompression ThreadSanitizer data race fixes. Change 3722640 by Graeme.Thornton Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading. #jira UE-51463 Change 3722655 by Steve.Robb Don't null name table because it's already zeroed at startup. Some tidy-ups. Change 3722754 by Steve.Robb Thread sanitizer fix. Small typo fix. Change 3722849 by Graeme.Thornton Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server Change 3723081 by Steve.Robb TAtomic is now aligned to the underlying integer type. TAtomic will now static assert with a better error message when given an unsupported type. Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number. Misc renames. Change 3723270 by Ben.Marsh Include /d2cgsummary argument when running UBT with -Timing. Change 3723683 by Ben.Marsh Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance. Change 3725422 by Robert.Manuszewski When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning. Change 3725735 by Robert.Manuszewski Making all CheckDefaultSubobjects related functions const Change 3726167 by Steve.Robb FMinimalName::IsNone added. Change 3726458 by Steve.Robb TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer. Change 3726542 by Ben.Marsh UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths. Change 3726595 by Ben.Marsh Allow building multiple game targets in the example BuildEditorAndTools.xml script. Change 3726724 by Ben.Marsh Fix ambiguities in calculating root directory. (GitHub #4172) Change 3726959 by Ben.Marsh Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does. Change 3728437 by Steve.Robb VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel. Some improved documentation. NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping. Change 3732262 by Gil.Gribb UE4 - Fixed rare hangs in the task graph. Change 3732755 by Steve.Robb Stats TSAN fixes. Optimizations to FCycleCounter::Start() to only read the stat name once. Change 3735000 by Robert.Manuszewski Always preload the AssetRegistry module on startup. even if EDL is disabled. Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert. Change 3735292 by Robert.Manuszewski Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates. Change 3735332 by Steve.Robb Refactoring of UDelegateProperty::Identical() to clarify logic. Fixed UMulticastDelegateProperty::Identical() to compare the bound function names. PPF_DeltaComparison removed, as it doesn't seem useful. Change 3737960 by Graeme.Thornton VSCode - Add launch task for generating project files for the given folder Change 3738398 by Graeme.Thornton Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor #jira UE-51451 Change 3738405 by Graeme.Thornton VSCode: Format c/cpp settings strings using comment path formatting function Change 3738928 by Steve.Robb Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18) #jira UE-51842 Change 3739135 by Ben.Marsh Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history. #jira UE-51855 Change 3739360 by Ben.Marsh UAT: Fix issue with P4PORT setting not being parsed correctly. Change 3745959 by James.Hopkin #core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types Change 3746125 by Steve.Robb FName ThreadSanitizer fixes. Change 3747274 by Steve.Robb TSAN fix for FMediaTicker::Stopping. Change 3747618 by Steve.Robb ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish. Change 3747720 by Steve.Robb ThreadSanitizer fix for FMessageRouter::Stopping. Change 3749207 by Graeme.Thornton First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys. Change 3749323 by Graeme.Thornton Fix UAT crash when only -targetplatform is specifiied Change 3749349 by Steve.Robb TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer. Change 3749617 by Steve.Robb Logf static_assert for formatting string enabled. Change 3749897 by Steve.Robb FDebug::LogAssertFailedMessage static assert for formatting string enabled. Change 3754011 by Steve.Robb Static asserts that the allocator supports move. Move-enabled our allocators which don't support move. Change 3754227 by Ben.Marsh Fix build command line in generated projects missing a space before the compiler version override. #jira UE-52226 Change 3754562 by Ben.Marsh PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk) Change 3755616 by Graeme.Thornton Runtime code for using the new crypto ini files to define signing/encryption keys #jira UE-46580 Change 3755666 by James.Hopkin Used ImplicitConv to remove Casts being used for up-casts #review-3745965 Change 3755671 by Graeme.Thornton Add log message in unrealpak to say which config file system it is using for crypto keys Change 3755672 by Graeme.Thornton Updating ShooterGame with new CryptoKeys based security setup Change 3756778 by Ben.Marsh Add support for running multiple jobs simultaneously on a single builder. When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used. Change 3758498 by Ben.Marsh Re-throw exceptions when a file cannot be deleted when cleaning a target. Change 3758921 by Steve.Robb ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access. DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory. Change 3760599 by Graeme.Thornton Added missing epic header comment to some new source files Change 3760642 by Steve.Robb ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread. Change 3760669 by Graeme.Thornton Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually. Added a test mode to the cryptokeys commandlet to test signing key generation Change 3760711 by Steve.Robb ThreadSanitizer fixes to GIsRenderingThreadSuspended. Change 3760739 by Steve.Robb ThreadSanitizer fix for FQueuedThread::TimeToDie. Change 3760763 by Steve.Robb ThreadSanitizer fix for GRunRenderingThreadHeartbeat. Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread. Change 3760793 by Steve.Robb Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos. Change 3760817 by Steve.Robb ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos. Change 3761331 by Josh.Engebretson UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj #jira UE-52416 Change 3761521 by Steve.Robb ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId. Change 3763117 by Graeme.Thornton PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL) Change 3763358 by Graeme.Thornton Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path Derived from the content of this PR: PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang) Change 3764058 by Graeme.Thornton Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes #jira UE-52359 Change 3764705 by Steve.Robb Better handling of whitespace in ImportText_Internal() for set and map properties. Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data). Fix to USetProperty's temp buffer size to avoid buffer overruns. Duplicate map keys are now skipped during import, same as USetProperty's behavior. Change 3764731 by Steve.Robb Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that. Change 3765923 by Graeme.Thornton VSCode - "taskName" -> "label" for C# build tasks Change 3766018 by Steve.Robb constexpr constructor for TAtomic. Change 3766037 by Steve.Robb Misc tidyings in HotReload.cpp. Change 3766046 by Steve.Robb ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local. Change 3766288 by Steve.Robb Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects. Change 3766374 by Josh.Engebretson Fix issue with ini quoted value comparison #jira UE-52066 Change 3766532 by Josh.Engebretson PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu) #jira UE-46156 Change 3766740 by Steve.Robb TMultiMap::Append added. Change 3767523 by Steve.Robb ThreadSanitizer fix for UE4Delegates_Private::GNextID. Change 3767601 by Steve.Robb ThreadSanitizer fix for FStats::GameThreadStatsFrame. Change 3770567 by Ben.Marsh Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives. Change 3770826 by Ben.Marsh Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it. Change 3770875 by Steve.Robb Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps. Change 3772167 by Ben.Marsh Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data. Change 3772248 by Steve.Robb ThreadSanitizer fixes to FMalloc call counters. Change 3772383 by Ben.Marsh Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive. Change 3772906 by Graeme.Thornton TextAssetCommandlet - Utility commandlet for testing/converting to text asset format Change 3772932 by Ben.Marsh Fix "String:" prefix not being stripped from escaped string values. Change 3772942 by Graeme.Thornton Add experimental setting to enable in-editor text asset format functionality Add "export to text" option into the content browser asset actions context menu Change 3772955 by Ben.Marsh Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility. Change 3772963 by Ben.Marsh Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries. Change 3773010 by Graeme.Thornton Added CORE_API to FArchiveFromStructuredArchive Gave text asset format experimental option a slightly less random tooltip comment Change 3773057 by Ben.Marsh Add a flag to FArchive to determine whether the archive is text (IsTextFormat()). Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive. Also rename FStructuredArchive::TryEnterSlot() to TryEnterField(). Change 3773118 by Steve.Robb TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size. Change 3773122 by Steve.Robb TAtomic fixes for pointer arithmetic. TSignedIntType used instead of reimplementing its own trait. Change 3773123 by Steve.Robb Unit tests for TAtomic. Change 3773138 by Steve.Robb Run numeric tests on integer types instead of basic tests. Fix for compiler warnings when subtracting from unsigned atomics. Change 3773166 by Steve.Robb Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that. Change 3774216 by Gil.Gribb UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file. Change 3774426 by Ben.Marsh Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all. See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html Change 3774658 by Ben.Marsh Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it. Change 3775141 by Ben.Marsh Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor. Change 3775459 by Ben.Marsh Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically. Change 3775522 by Ben.Marsh UGS: Treat .uproject and .uplugin files as code changes. Change 3775597 by Ben.Marsh Fix post-build steps for plugins not being executed. #jira UE-52754 Change 3777895 by Graeme.Thornton StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive Change 3777931 by Graeme.Thornton Refactored FArchiveUObjects serialization code into some static helpers Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers Change 3777942 by Graeme.Thornton Added missing CORE_API to FStructuredArchive::FStream Added FStructuredArchive::FSlot insertion operator for char Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value Change 3778084 by Graeme.Thornton Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files Change 3778096 by Graeme.Thornton Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class Change 3778389 by Josh.Engebretson Fix an optimization issue with CPU benchmarking Add better support for debugging/testing local rocket builds UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html #jira UE-52192 Change 3778701 by Josh.Engebretson Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html #jira UE-40317 Change 3778832 by Chad.Garyet Adding enterprise path support for PCB's for UGS Change 3780258 by Graeme.Thornton TextAssetCommandlet - Accumulate timings for loading packages and saving packages Change 3780463 by Graeme.Thornton CryptoKeys improvements - Enable CryptoKeys plugin by default - Attempt to inherit settings from the old system by default - Hide ini/index encryption settings from packaging settings and just inherit previous values into new system Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings Change 3780557 by Ben.Marsh Fix LoginFlow module not being precompiled for the binary release. Change 3780846 by Josh.Engebretson Improve filename to long package name resolution when provided a relative path Change 3780863 by Ben.Marsh UAT: Add a better error message when a C# project has an invalid reference. Change 3780911 by Ben.Marsh Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce. The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument. Change 3780956 by Josh.Engebretson Add support for ! (RemoveKey) config command to UBT UDN Link: https://udn.unrealengine.com/questions/397267/index.html #jira UE-52033 Change 3782957 by Robert.Manuszewski UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Change 3784503 by Ben.Marsh Optimizations for FStructuredArchive: * Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it. * Prevent shrinking of arrays when removing elements. * Add an inline allocator to the scope and container stacks. Change 3784700 by Ben.Marsh Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front. Change 3784989 by Ben.Marsh Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0. Change 3786860 by Gil.Gribb UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely. Change 3787159 by Ben.Marsh Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution. Change 3787493 by Josh.Engebretson Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile Fix for multiple threads parsing ini keys (PR 3995) #PR 3995 #jira 52913 #jira 49503 Change 3787773 by Steve.Robb Fix for missing final values from FOREACH_ENUM_ macros. Change 3788287 by Ben.Marsh TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique. Change 3788678 by Ben.Marsh Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive. Change 3789353 by Graeme.Thornton Removed unused/rotten modes from TextAsset commandlet. Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing. Change 3789396 by Ben.Marsh Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h Change 3789772 by Ben.Marsh Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line. Change 3790003 by Ben.Marsh TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record. Change 3790051 by Steve.Robb PIE is disabled during a hot reload. Hot reload in editor is disabled during PIE. Hot reload from IDE is deferred until after PIE is exited. Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change. #jira UE-20357 #jira UE-52137 Change 3790709 by Steve.Robb Better move support for TVariant. EVariantTypes switched over to using an enum class to aid debugger visualization. Change 3791422 by Ben.Marsh TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time. Change 3791489 by Graeme.Thornton TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record Change 3792344 by Ben.Marsh Improvements to base64 encoding library. * Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations. * Added support for decoding base-64 blobs without padding marks. * Added support for decoding into pre-allocated buffer. * Added constexpr functions for determining the encoded and maximum decoded size of an input buffer. * Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes). Change 3792949 by Ben.Marsh TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter. Change 3794078 by Robert.Manuszewski Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine #jira UE-52392 Change 3794413 by Ben.Marsh TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack. Change 3794731 by Ben.Marsh TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable. Change 3795081 by Ben.Marsh UBT: Move LinuxCommon.cs into Platform/Linux folder. Change 3795137 by Ben.Marsh UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property). Change 3795247 by Ben.Marsh Fix missing header when creating a new interface from the editor new code wizard. #jira UE-53174 Change 3796025 by Graeme.Thornton Fixed some deprecated "Definitions" warnings in OpenCV build files Change 3796103 by Graeme.Thornton Disable experimental text asset option - it does nothing useful yet. Change 3796157 by Graeme.Thornton Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open. #jira UE-53206 Change 3796315 by Ben.Marsh Move Formatter to the correct position for initializer. #jira UE-53208 Change 3797082 by Ben.Marsh UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT. #jira UE-53232 Change 3799050 by Ben.Marsh Make UnrealPak.version files writable for Mac and Linux. Change 3801012 by Graeme.Thornton VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory Change 3801214 by Gil.Gribb UE4 - Remove assert to work around minor problem with lock free lists. #jira UE-49600 Change 3801219 by Steve.Robb WeakObjectPtrs now warn when casting away const. Change 3801299 by Graeme.Thornton Fix quote issue with foreign project build tasks on PC Change 3803292 by Graeme.Thornton Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries Change 3803559 by Steve.Robb TSAN fix for FMalloc::MaxSingleAlloc. Change 3803735 by Graeme.Thornton Last set of cryptokeys changes - Added some comments for editor exposed settings - Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets" Change 3803929 by Ben.Marsh UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog. Change 3624590 by Steve.Robb AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector. Tidy-up of existing calls to AddReferencedObjects. Change 3629473 by Ben.Marsh Build: Rename the option for embedding source server information in PDB files for installed engine builds. Change 3632894 by Steve.Robb VARARG* macros deprecated and usage replaced with variadic templates. Change 3640704 by Steve.Robb MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type. Fix to TWeakObjectPtr's constructor which implicitly removed const. Fixes to everything which didn't compile as a result. Change 3650813 by Graeme.Thornton Removed FStartupPackages and associated code Change 3651000 by Ben.Marsh Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out. #jira UE-49980 Change 3690842 by Steve.Robb FPlatformAtomics::AtomicRead added - needs optimizing. AtomicRead() used in FThreadSafeCounter::GetValue(). Change 3699416 by Steve.Robb Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator. Improved readability of TSparseArray visualization. Change 3720812 by Steve.Robb Atomic functions for 8-bit and 16-bit. Android, Linux and Switch implementations now just use the Clang implementation. AtomicRead64 deprecated in favor of the int64* AtomicRead overload. Change 3722698 by Steve.Robb VS debugger visualizers for TAtomic. Change 3732270 by Steve.Robb Relaxed stores and loads. Change 3749315 by Graeme.Thornton If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform #jira UE-52034 Change 3750657 by Josh.Engebretson Fixed issue when debugging editor cook/package and project launch operations #jira UE-52207 Change 3758514 by Steve.Robb Fixes to FString::Printf having non-literals being passed as its formatting string. Change 3763356 by Steve.Robb ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters. Change 3770549 by Steve.Robb Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES. Tidy up of existing code which uses it. Change 3770553 by Ben.Marsh Adding structured serialization API to Core/CoreUObject for use with text-based assets. * FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types. * Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Maps are string -> value dictionaries where the key names are present regardless of the build type. * Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects. * Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type. * The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0. * Includes implementations of FArchiveFormatter for binary and JSON formats. Change 3771105 by Steve.Robb Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS. Fix for incorrect warning formatting on Clang platforms. Change 3771520 by Steve.Robb Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header. Change 3771564 by Steve.Robb More common macros moved to the Clang pre-setup header. Change 3771613 by Steve.Robb EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h. Change 3772881 by Ben.Marsh Add support for serializing FName and UObject through FStructuredArchive. In order to allow custom linker behavior when serializing objects: * The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer. * The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table) Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix). Change 3772941 by Graeme.Thornton Make build work when including StructuredArchive.h from core container types Added standard header to new files Add structured archive serializer for TArray Fix bug in structured archive where containers weren't being popped from the scope stack Change 3772972 by Ben.Marsh Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot. Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately. When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields. Change 3773006 by Ben.Marsh Rename FStructuredArchive::FRecord::EnterSlot() to EnterField(). Change 3773013 by Steve.Robb bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes. Change 3774499 by Ben.Marsh Minor fixes for FStructuredArchive related classes: * Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0. * Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types. * FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions. Change 3774600 by Ben.Marsh Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data. This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data. Change 3789721 by Ben.Marsh TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing. Change 3789920 by Ben.Marsh TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double. #jira UECORE-364 Change 3789982 by Ben.Marsh TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter. Change 3792466 by Ben.Marsh TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly. In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations. Change 3792935 by Ben.Marsh TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive. Change 3795100 by Ben.Marsh UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer. Change 3795106 by Ben.Marsh Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions. Change 3796275 by Ben.Marsh Fix paths to Version.h includes from resource files. Change 3800683 by Josh.Engebretson Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format #jira UE-50073 Change 3803545 by Steve.Robb TWeakObjPtr const-dropping assignment fix. Fixes to change. [CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
CompilerContext.MessageLog.Warning(*LOCTEXT("NodeNeverExecuted_Warning", "@@ will never be executed").ToString(), Node);
return;
}
// Find the valid, connected output pins, and add them to the processing list
TArray<UEdGraphPin*> OutputPins;
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
for (UEdGraphPin* CurrentPin : Node->Pins)
{
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
if ((CurrentPin->Direction == EGPD_Output) && (CurrentPin->LinkedTo.Num() > 0) && (CurrentPin->PinName.ToString().StartsWith(UEdGraphSchema_K2::PN_Then.ToString())))
{
OutputPins.Add(CurrentPin);
}
}
//@TODO: Sort the pins by the number appended to the pin!
// Process the pins, if there are any valid entries
if (OutputPins.Num() > 0)
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
if (Context.IsDebuggingOrInstrumentationRequired() && (OutputPins.Num() > 1))
{
const FString NodeComment = Node->NodeComment.IsEmpty() ? Node->GetName() : Node->NodeComment;
// Assuming sequence X goes to A, B, C, we want to emit:
// X: push X1
// goto A
// X1: debug site
// push X2
// goto B
// X2: debug site
// goto C
// A push statement we need to patch up on the next pass (e.g., push X1 before we know where X1 is)
FBlueprintCompiledStatement* LastPushStatement = NULL;
for (int32 i = 0; i < OutputPins.Num(); ++i)
{
// Emit the debug site and patch up the previous jump if we're on subsequent steps
const bool bNotFirstIndex = i > 0;
if (bNotFirstIndex)
{
// Emit a debug site
FBlueprintCompiledStatement& DebugSiteAndJumpTarget = Context.AppendStatementForNode(Node);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
DebugSiteAndJumpTarget.Type = Context.GetBreakpointType();
DebugSiteAndJumpTarget.Comment = NodeComment;
DebugSiteAndJumpTarget.bIsJumpTarget = true;
// Patch up the previous push jump target
check(LastPushStatement);
LastPushStatement->TargetLabel = &DebugSiteAndJumpTarget;
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2865817 on 2016/02/12 by Mike.Beach Handling deferred (cyclic) dependency issues that arrise from imports not found within the linker's ImportMap (imports loaded from config files and UProperty::ImportText). #jira UE-26756 #codereview Robert.Manuszewski Change 2866282 on 2016/02/13 by Maciej.Mroz Blueprint C++ Conversion: - Added CustomDynamicClassInitialization meta data and function - References to other converted fields are gathered before CDO is created (it solves many dependencies) #codereview Robert.Manuszewski Change 2867921 on 2016/02/15 by Mike.Beach Fixing (CIS error) typo - Accidently assigning uninitialized variable to itself. Change 2867970 on 2016/02/15 by Mike.Beach Removing "static" keyword on template specializations (CIS error). Change 2868401 on 2016/02/16 by Maciej.Mroz TBaseStructure for more noexport structures Change 2868404 on 2016/02/16 by Maciej.Mroz Blueprint C++ Conversion: - Fixed some issues related to NOEXPORT structures - Added FEmitDefaultValueHelper::SpecialStructureConstructor Change 2868461 on 2016/02/16 by Maciej.Mroz Blueprint C++ Conversion: - Fixed component initialization in actors, based on a DynamicClass Change 2868481 on 2016/02/16 by Maciej.Mroz Blueprint C++ Conversion: (Work in progress.) In BPGC templates cor SCS components are owned by the class. In DynamicClass the templates are owned by CDO. It requires to update the import path, when a component template is referenced by an extern object. #codereview Robert.Manuszewski, Dan.Oconnor Change 2868769 on 2016/02/16 by Maciej.Mroz Improved parsing for multi-parameter AutoCreateRefTerm meta data Change 2870310 on 2016/02/17 by Ben.Cosh Incremental refactor and update for the blueprint profiler. - Shuffled files around and renamed to make the layout more informational - Added profiler capture and playback contexts - Added blueprint and function contexts, this enables rapid stat discards in situations such as blueprint compilation. - Moved the blueprint execution mapping out of the profiler and into the blueprint contexts - Refactored the event playback so it processes with one event at a time. #CodeReview Phillip.Kavan Change 2870386 on 2016/02/17 by Maciej.Mroz Improved UProperty::ExportCppDeclaration - Const reference to a pointer should be: "Type* const &" , not "const Type* &". #codereview Steve.Robb Change 2870686 on 2016/02/17 by Nick.Whiting Engine changes needed for Bullet Train compatibility: - Adding BP-exposed GetClosestBone function, with ability to optionally filter only bones associated with physics assets - Exposing GetRemoteRole to BPs Change 2871419 on 2016/02/17 by Mike.Beach Fixing CIS incude error. #codereview Ben.Cosh Change 2872190 on 2016/02/18 by Mike.Beach Another CIS fix - forward declaring a class that wasn't included. #codereview Ben.Cosh Change 2872285 on 2016/02/18 by Maciej.Mroz added bDontNativizeDataOnlyBP in Editor.ini Change 2872826 on 2016/02/18 by Ben.Cosh CIS fixes for mac builds #codereview Dan.Oconnor, Mike.Beach Change 2874284 on 2016/02/19 by Mike.Beach Supporting nested struct properties that are filled out through text imports during deferred dependency loading. #codereview Robert.Manuszewski Change 2874299 on 2016/02/19 by Mike.Beach CIS fix - macro typo in non-debug build. Change 2875571 on 2016/02/22 by Maciej.Mroz Blueprint C++ Conversion: Fixed generated FCompiledInDeferStruct instance for nativized structs. It has a proper overriden name. Change 2875574 on 2016/02/22 by Maciej.Mroz Blueprint C++ Conversion: Class type of unconverted asset is not replaced in import map while cooking. Change 2875741 on 2016/02/22 by Michael.Schoell Array Item Get nodes now return by-ref. All use cases of the node, as well as use cases of ForEachLoop and ForEachLoopWithBreaks, have been updated to use a Copy node on the output to maintain any existing functionality. [CL 2884111 by Mike Beach in Main branch]
2016-02-26 16:58:26 -05:00
// Emit a push to get to the next step in the sequence, unless we're the last one or this is an instrumented build
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
const bool bNotLastIndex = ((i + 1) < OutputPins.Num());
if (bNotLastIndex)
{
FBlueprintCompiledStatement& PushExecutionState = Context.AppendStatementForNode(Node);
PushExecutionState.Type = KCST_PushState;
LastPushStatement = &PushExecutionState;
}
// Emit the goto to the actual state
FBlueprintCompiledStatement& GotoSequenceLinkedState = Context.AppendStatementForNode(Node);
GotoSequenceLinkedState.Type = KCST_UnconditionalGoto;
Context.GotoFixupRequestMap.Add(&GotoSequenceLinkedState, OutputPins[i]);
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3125172) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3053250 on 2016/07/18 by Steve.Robb TNot metafunction added. Change 3053252 on 2016/07/18 by Steve.Robb New TIsEnumClass trait. Change 3061345 on 2016/07/22 by Robert.Manuszewski Changing FMallocStomp::GetAllocationSize() to return the requested allocation size instead of the physical allocation size to make FMallocStomp work properly with FMallocPoisonProxy Change 3061377 on 2016/07/22 by Graeme.Thornton Added bStripAnimationDataOnDedicatedServer option to UAnimationSettings which will remove all compressed data from cooked server data. Disabled by default Change 3064592 on 2016/07/26 by Steven.Hutton Uploading repository files Change 3064595 on 2016/07/26 by Steven.Hutton Assign crashes to buggs based not just on Callstack but also based on Error message. Error messages have "data" masked out and are then compared to a table of error messages to find similar messages. Ensures are not currently filtered by error message. Change 3066046 on 2016/07/27 by Graeme.Thornton Better dedicated client/server class exclusion during cooking - Add class lists to cooker settings so they can be modified in the editor Change 3066077 on 2016/07/27 by Graeme.Thornton Move Paragon NeedsLoadForServer calls over to the new config based system Change 3066203 on 2016/07/27 by Chris.Wood CrashReportProcess logging and Slack reporting improvements to monitor disk space. [UE-31129] - Crash Report server need to alert on Slack when the PDB cache is full Change 3066276 on 2016/07/27 by Graeme.Thornton Move simple NeedsLoadForClient implementations over to new config based system Change 3068019 on 2016/07/28 by Graeme.Thornton Don't call ReleaseResources on UStaticMesh if we never render, and therefore never actually initialize the resources - Corrects some bad stats Change 3068218 on 2016/07/28 by Chris.Wood CrashReportProcess 1.1.18 passes BuildVersion to MinidumpDiagnostics [UE-31706] - Add new BuildVersion string to crash context and website Also modified command line log file ini settings to stop MDD stalling trying to sort and delete its logs. Change 3071665 on 2016/08/01 by Robert.Manuszewski Moving RemoveNamesFromMasterList from UEnum destructor to BeginDestroy to avoid potential issues when its package has already been destroyed. Change 3073388 on 2016/08/02 by Graeme.Thornton Invalidate string asset reference tags after finishing up loading of an async package Change 3073745 on 2016/08/02 by Robert.Manuszewski Disabling logging to memory in shipping by default. From now on FOutputDeviceMemory will be an opt-in for games. #jira FORT-27839 Change 3074866 on 2016/08/03 by Robert.Manuszewski PR #2650: Fixed a bug where newline escape sequence wasnt written to the pipe (Contributed by ozturkhakki) Change 3075128 on 2016/08/03 by Steve.Robb Static analysis fixes: error C2065: 'ThisOuterWorld': undeclared identifier Change 3075130 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LODLevel' Change 3075131 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Owner' Change 3075235 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'AnimToOperateOn' Change 3075248 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ParentProfile' Change 3075662 on 2016/08/03 by Steve.Robb Static analysis/buffer size fix: warning C28020: The expression '_Param_(7)>=sizeof(ICMP_ECHO_REPLY)+_Param_(4)+8' is not true at this call Change 3075668 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6326: Potential comparison of a constant with another constant Change 3075679 on 2016/08/03 by Chris.Wood Added -NoTrimCallstack command line arg to MDD calls from CRP 1.1.19 [OR-26335] - 29.1 crash reporter generating reports with no callstacks / info New MDD has -NoTrimCallstack option to leave possibly irrelevant entires in the stack. Trimming is somewhat arbitrary and based on string matching. I'd rather see the whole thing. Change 3077070 on 2016/08/04 by Steve.Robb Dead array slack tracking code removed. Change 3077113 on 2016/08/04 by Steve.Robb TEnumAsByte is now deprecated for enum classes. All current uses fixed (which tidies up that code anyway). New FArchive::op<< for enum classes. Generated code now never uses TEnumAsByte for enum classes. Change 3077117 on 2016/08/04 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'DefaultSettings' Change 3078709 on 2016/08/05 by Steve.Robb FUNCTION_NO_NULL_RETURN_* macros added to statically annotate a function to say that it never returns a null pointer. TObjectIterator annotated to never return null. NewObject annotated to never return null. Change 3078836 on 2016/08/05 by Graeme.Thornton Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading Change 3082217 on 2016/08/09 by Steve.Robb Missing #include for FUniqueNetIdRepl added. Change 3083679 on 2016/08/10 by Chris.Wood CrashReportProcess performance improvements. CRP v1.1.22 [UE-34402] - Crash Reporter: Improve CRP performance by allowing multiple MDD instances [UE-34403] - Crash Reporter: CRP should throw away crashes when backlog is too large to avoid runaway Passing lock details to MDD on command line and managing multiple MDD tasks in CRP. Configurable values for range of queue sizes that cause us to throw away crashes. Change 3085362 on 2016/08/11 by Steve.Robb Rule-of-three fixes for FAIMessageObserver, to prevent accidents. From here: https://udn.unrealengine.com/questions/306507/tstaticarray-doesnt-call-destructor-on-elements-be.html Change 3085396 on 2016/08/11 by Steve.Robb Swap can now be configured via the TUseBitwiseSwap trait to not use Memswap, which can be less optimal for certain types. Change 3088840 on 2016/08/15 by Steve.Robb TRemoveReference moved to its own header. Change 3088858 on 2016/08/15 by Steve.Robb TDecay moved to its own header. Change 3088963 on 2016/08/15 by Steve.Robb Invoke function, for doing a generic call on a generic callable thing. Equivalent to std::invoke. Change 3089144 on 2016/08/15 by Steve.Robb Algo::Transform updated to use Invoke. Algorithm tests updated to test the new features. Change 3089147 on 2016/08/15 by Steve.Robb TLess and TGreater moved to their own headers and defaulted to void as a type-deducing version, as per std::. Change 3090243 on 2016/08/16 by Steve.Robb New Algo::Sort and Algo::SortBy algorithms. Change 3090387 on 2016/08/16 by Steve.Robb Improved bitwise swapping for Swap. See: https://udn.unrealengine.com/questions/306922/swap-is-painfully-slow.html Change 3090444 on 2016/08/16 by Steve.Robb Ptr+Size overloads removed after discussion - MakeArrayView should be used instead. Change 3090495 on 2016/08/16 by Steve.Robb Assert when FString::Mid is passed a negative count. #jira UE-18756 Change 3093455 on 2016/08/18 by Steve.Robb Debuggability and efficiency improvements to UScriptStruct::DeferCppStructOps. Change 3094476 on 2016/08/19 by Steve.Robb BOM removed from InvariantCulture.h. Change 3094697 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects. Change 3094702 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Interactor'. Change 3094715 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6385: Reading invalid data from 'Order': the readable size is '256' bytes, but '8160' bytes may be read. Change 3094737 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'OwnedComponent'. warning C28182: Dereferencing NULL pointer. 'Child' contains the same NULL value as 'AttachToComponent' did. Change 3094750 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'. Change 3094768 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'LevelSequence'. warning C6011: Dereferencing NULL pointer 'Actor'. Change 3094774 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'CallFunctionNode'. Change 3094783 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TargetPin'. Change 3094807 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SourceClass'. Change 3094815 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'VarNode'. warning C6011: Dereferencing NULL pointer 'SourceClass'. Change 3094840 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TunnelGraph'. warning C28182: Dereferencing NULL pointer. 'GraphNode' contains the same NULL value as 'SourceNode' did. Change 3094864 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'. Change 3094880 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'PrevIfIndexMatchesStatement'. Change 3094886 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnBlueprintPin'. Change 3094903 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'K2Node'. Change 3094916 on 2016/08/19 by Steve.Robb Static analysis fix: Dereferencing NULL pointer 'CompilerContext'. Change 3094931 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'VariablePin'. Change 3094935 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'. Change 3094943 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Pin'. warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'TargetGraph' did. Change 3094960 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastOutPin'. Change 3095046 on 2016/08/19 by Steve.Robb Single parameter version of CastChecked tagged to never return null. Change 3095054 on 2016/08/19 by Steve.Robb Committed wrong version in CL# 3095046. Change 3095089 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts warning C6101: Returning uninitialized memory '*lpdwExitCode'. Change 3096035 on 2016/08/22 by Steve.Robb Fix for static lighting in pixel inspector. Change 3096039 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'World'. Change 3096045 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'. Change 3096058 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OtherPin'. Change 3096059 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'MainMesh'. Change 3096066 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceType'. Change 3096070 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastPushStatement'. Change 3096074 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OriginalDataTableInPin'. Change 3096075 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'. Change 3096081 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'RunningPlatformData'. Change 3096156 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'BP'. warning C6011: Dereferencing NULL pointer 'Object'. Change 3096308 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TopMipData'. warning C6011: Dereferencing NULL pointer 'MipCoverageData[0]'. Change 3096315 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'OldParent'. warning C6011: Dereferencing NULL pointer 'TestExecutionInfo'. Change 3096318 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OwnerClass'. Change 3096322 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshInstanceData'. Change 3096337 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Pin'. warning C6011: Dereferencing NULL pointer 'SpawnVarPin'. Change 3096345 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6246: Local declaration of 'NumTris' hides declaration of the same name in outer scope. Change 3096356 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'InWorld'. Change 3096387 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'ExpressionPreviewMaterial'. warning C6011: Dereferencing NULL pointer 'MaterialNode->MaterialExpression'. Change 3096400 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'FunctionInputs'. Change 3096413 on 2016/08/22 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'LODPackage' contains the same NULL value as 'AssetsOuter' did. Change 3096416 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects. Change 3096423 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'RedirectorRefs.Redirector'. Change 3096439 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'NewObject'. Change 3096446 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'BaseClass'. Change 3096454 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldSkeleton'. Change 3096464 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'MyNode'. Change 3096469 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'VRInteractor'. Change 3097559 on 2016/08/23 by Steve.Robb Alternate fix to CL# 3096439. Change 3097583 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SourceCategoryEnum'. warning C6011: Dereferencing NULL pointer 'CurrentWorld'. Change 3097584 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LocalizationTarget'. Change 3097585 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C28182: Dereferencing NULL pointer. 'VariableSetNode' contains the same NULL value as 'AssignmentNode' did. warning C6011: Dereferencing NULL pointer 'FirstNativeClass'. Change 3097588 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OutputObjClass'. Change 3097589 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Term' contains the same NULL value as 'RValueTerm' did. Change 3097591 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Schema'. Change 3097597 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LayerInfo'. Change 3097598 on 2016/08/23 by Steve.Robb Const-correctness fix for ILandscapeEditorModule::GetHeightmapFormatByExtension and ILandscapeEditorModule::GetWeightmapFormatByExtension. Change 3097600 on 2016/08/23 by Steve.Robb Fix for incorrect null check. Change 3097605 on 2016/08/23 by Steve.Robb Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'TexDataPtr'. Bug filed here: https://connect.microsoft.com/VisualStudio/feedback/details/3078125 Change 3097609 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'BaseClass' did. Change 3097613 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'InEdGraph'. Change 3097620 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThisScalableFloat'. Change 3097627 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'AnimBlueprint'. Change 3097629 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Pin' contains the same NULL value as 'PoseNet' did. Change 3097631 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'IPOverlayInfo.Brush'. Change 3097634 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Survey'. Change 3097639 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Settings'. Change 3097650 on 2016/08/23 by Steve.Robb Alternate fix for CL# 3097597. Change 3097725 on 2016/08/23 by Steve.Robb Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'BodySetup'. Change 3097764 on 2016/08/23 by Steve.Robb Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'FoundMode' contains the same NULL value as 'ElementType * FoundMode=LoopModes.FindByPredicate(<lambda>)' did. Change 3097770 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Triangle'. Change 3097775 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurGroup'. Change 3097796 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceComponent'. Change 3097797 on 2016/08/23 by Steve.Robb Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'HitComponent'. Change 3097843 on 2016/08/23 by Steve.Robb Spurious static analysis fix: Dereferencing NULL pointer. 'MatchingNewPin' contains the same NULL value as 'UEdGraphPin ** MatchingNewPin=this->Pins.FindByPredicate(<lambda>)' did. Change 3097864 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'ObjectClass'. warning C6011: Dereferencing NULL pointer 'Client'. Change 3097871 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'SMLightingMesh->StaticMesh' contains the same NULL value as 'StaticMesh' did. Change 3098015 on 2016/08/23 by Steve.Robb Alternative fix for CL# 3094864. Change 3098024 on 2016/08/23 by Steve.Robb Alternative fix for CL# 3094943. Change 3098052 on 2016/08/23 by Steve.Robb Alternative fix for CL# 3094886. Change 3098080 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'PrimitiveComponent' contains the same NULL value as 'ReplacementComponent' did. Change 3098102 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'IndexTermPtr'. Change 3098148 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Node'. warning C6011: Dereferencing NULL pointer 'OldNode'. warning C6011: Dereferencing NULL pointer 'LinkedPin'. warning C6011: Dereferencing NULL pointer 'RootNode'. Change 3098156 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'BTGraphNode'. Change 3098176 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'NewSection'. Change 3098182 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Sprite'. Change 3098197 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Node'. Coding standards fixes. Change 3098202 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ExistingEventNode'. Change 3098208 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'GraphNew' did. warning C28182: Dereferencing NULL pointer. 'GoodGraph' contains the same NULL value as 'GraphNew' did. Change 3098229 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'. Change 3099188 on 2016/08/24 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'. Change 3099195 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'NodeProperty'. Change 3099205 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'VarDesc'. Change 3099228 on 2016/08/24 by Steve.Robb Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'ParentNode' did. Change 3099539 on 2016/08/24 by Steve.Robb Spurious static analysis fixes: warning C6011: Dereferencing NULL pointer 'InBlueprint'. warning C28182: Dereferencing NULL pointer. 'TestObj' contains the same NULL value as 'TestOuter' did. https://connect.microsoft.com/VisualStudio/feedback/details/3082362 https://connect.microsoft.com/VisualStudio/feedback/details/3082622 Change 3099546 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldNode'. Change 3099561 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ReferencedObject'. Change 3099571 on 2016/08/24 by Steve.Robb Static analysis fix: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'CommonBaseClass' did. Change 3099600 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6385: Reading invalid data from 'this->Packages': the readable size is '24' bytes, but '32' bytes may be read. warning C6385: Reading invalid data from 'Diff.ObjectSets': the readable size is '24' bytes, but '32' bytes may be read. warning C6386: Buffer overrun while writing to 'Objects': the writable size is '24' bytes, but '32' bytes might be written. Change 3099912 on 2016/08/24 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'. Change 3099923 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThumbnailInfo'. Change 3100977 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6001: Using uninitialized memory '*VectorRef'. warning C6001: Using uninitialized memory '*PointRef'. warning C6001: Using uninitialized memory '*PolyRef'. Coding standard fixes. Change 3100985 on 2016/08/25 by Steve.Robb Static analyis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'. Change 3100987 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C28183: 'Resources.BitmapHandle' could be '0', and is a copy of the value found in 'CreateDIBSection()`829': this does not adhere to the specification for the function 'SelectObject'. warning C6387: '_Param_(4)' could be '0': this does not adhere to the specification for the function 'CreateDIBSection'. Change 3100992 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6287: Redundant code: the left and right sub-expressions are identical. Change 3101000 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6001: Using uninitialized memory 'tmpMemReq'. warning C6001: Using uninitialized memory 'TmpCreateInfo'. Change 3101004 on 2016/08/25 by Steve.Robb warning C28182: Dereferencing NULL pointer. 'FoliageActor' contains the same NULL value as 'Actor' did. Change 3101009 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshComponent'. Change 3101115 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Canvas'. Change 3101120 on 2016/08/25 by Steve.Robb Fixes to previous fixes. Change 3101128 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Stream'. Change 3101281 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6262: Function uses '99256' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap. warning C6001: Using uninitialized memory 'Pixel'. Change 3101292 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'BulkDataPointer'. Change 3101299 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'UnrealMaterial'. Change 3101300 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'AssetObject'. Change 3101304 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'MeshRootNode'. Change 3101311 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Cluster'. Change 3101323 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'StartNode'. Change 3101329 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Object'. Change 3101333 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ArrayRef'. Change 3101339 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'ImportData'. warning C6011: Dereferencing NULL pointer 'CurveToImport'. Change 3101485 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ObjectProperty'. Change 3101583 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'UserDefinedStruct'. Change 3105721 on 2016/08/30 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'. Change 3105724 on 2016/08/30 by Steven.Hutton Change users page to more responsive paginated version. Change 3105725 on 2016/08/30 by Steven.Hutton Added field for crash processor failed Change 3105786 on 2016/08/30 by Steve.Robb Reintroduced missing operator<< for enum classes. Change 3105803 on 2016/08/30 by Steve.Robb Removal of obsolete code and state. PrepareCppStructOps() has several unreachable blocks, one of which sets UScriptStruct::bCppStructOpsFromBaseClass which is otherwise never true, so it can be removed too. Change 3106251 on 2016/08/30 by Steve.Robb Switch static analysis node to build editor instead of just the engine. Change 3107556 on 2016/08/31 by Steven.Hutton Added build version data from CRP to DB as part of add crash #rb none Change 3107557 on 2016/08/31 by Steven.Hutton Passed build version data to CRW through crash description #rb none Change 3107634 on 2016/08/31 by Graeme.Thornton Only accept "log=<filename>" and "abslog=<filename>" command line values if the filename has a "log" or "txt" extension #jira UE-20147 Change 3107797 on 2016/08/31 by Steve.Robb Fix for UHT debugging manifest, after paths changed in CL# 3088416. Change 3107964 on 2016/08/31 by Steve.Robb TCString::Strfind renamed to TCString::Strifind, as it is case-insensitive. New case-sensitive TCString::Strfind added, based on GitHub PR #2453. Change 3108023 on 2016/08/31 by Steve.Robb Removal of test code which no longer compiles now that we emit errors on skipped preprocessor blocks. Change 3108160 on 2016/08/31 by Steven.Hutton Update to add new filter to website front page #rb none Change 3109556 on 2016/09/01 by Steven.Hutton Fixing compile warning #rb none Change 3110001 on 2016/09/01 by Steve.Robb PR #2468: Fix for UnrealHeaderTool TArray<TScriptInterface<>> UFUNCTION parameters (Contributed by UnrealEverything) Change 3111835 on 2016/09/02 by Steve.Robb Enforce uint8 on UENUM() enum classes. #jira UE-35224 Change 3111867 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant. Change 3111880 on 2016/09/02 by Steve.Robb Static analysis fixes: warning C6386: Buffer overrun while writing to 'Views': the writable size is 'ShaderBindings.ResourceViews.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11ShaderResourceView> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written. warning C6386: Buffer overrun while writing to 'ConstantBuffers': the writable size is 'ShaderBindings.ConstantBuffers.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11Buffer> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written. Change 3111886 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6386: Buffer overrun while writing to 'DistortionMeshIndices': the writable size is 'NumIndices*2' bytes, but '4' bytes might be written. Change 3112025 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'pInputProcessParameters'. warning C6011: Dereferencing NULL pointer 'pOutputProcessParameters'. Change 3112051 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Command'. Change 3112066 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurNetDriver'. Change 3112093 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'byteArray'. Change 3112110 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'PersistentParty'. Change 3112123 on 2016/09/02 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'CurDriver'. warning C6011: Dereferencing NULL pointer 'CurNetDriver'. warning C6011: Dereferencing NULL pointer 'CurWorld'. Change 3112157 on 2016/09/02 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'UnitTest'. Change 3112283 on 2016/09/02 by Steve.Robb Static analysis fixes: warning C6244: Local declaration of 'None' hides previous declaration at line '173' of 'netcodeunittest.h'. Change 3113455 on 2016/09/05 by Chris.Wood CRP performance improvements (v1.1.25) Change 3113468 on 2016/09/05 by Steve.Robb Reverting unnecessary merge in CL# 3112464. Change 3113508 on 2016/09/05 by Steve.Robb Static analysis fix: warning C6031: Return value ignored: 'CoCreateGuid'. Change 3113588 on 2016/09/05 by Steve.Robb Static analysis fix: warning C6244: Local declaration of 'hInstance' hides previous declaration Change 3113863 on 2016/09/06 by Steve.Robb Fix for this error: Could not find a part of the path 'D:\Build\++UE4+Dev-Core+Compile\Sync\Engine\Plugins\2D\Paper2D\Binaries\Win64\UE4Editor.modules'. Change 3113864 on 2016/09/06 by Steve.Robb Misc static analysis fixes for VS2015 Update 2. Change 3113918 on 2016/09/06 by Ben.Marsh Explicitly check for version manifest existing before trying to delete it, rather than swallowing the exception. Change 3114293 on 2016/09/06 by Steve.Robb Static analysis fixes for Visual Studio Update 2. Change 3115732 on 2016/09/07 by Steve.Robb Static analysis fix: warning C6262: Function uses '121180' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap. Change 3115754 on 2016/09/07 by Steve.Robb GObjectArrayForDebugVisualizers init order fix. Removal of obsolete FName visualizer helper code. Change 3115774 on 2016/09/07 by Steve.Robb Fix for ICE by moving static variables into their own file and removing const return types. #jira UE-35597 Change 3116061 on 2016/09/07 by Steve.Robb Redundant LOCTEXT_NAMESPACE removed - was missed in CL# 3115774. Change 3117478 on 2016/09/08 by Steve.Robb Static analysis fixes in third party code, using a new macro-based system. Change 3119152 on 2016/09/09 by Steve.Robb TArray::RemoveAt and RemoveAtSwap with a bool Count is now a compile error. Change 3119200 on 2016/09/09 by Steve.Robb Fix for destructors not being called in TSparseArray move assignment. Change 3119568 on 2016/09/09 by Steve.Robb Fix for TSparseArray visualizer. Change 3119591 on 2016/09/09 by Steve.Robb New MakeShared function which allocates the object and reference controller in a single block. Change 3120281 on 2016/09/09 by Steve.Robb Fix for ICE on static analysis build. #jira UE-35596 Change 3120786 on 2016/09/12 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SavedGame'. Change 3120787 on 2016/09/12 by Steve.Robb Removal of TEnumAsByte on enum classes. Change 3120789 on 2016/09/12 by Steve.Robb Static analysis fixes: warning C6385: Reading invalid data from 'D3D11X_CERAM_OFFSET_BY_SET_STAGE': the readable size is '28' bytes, but '64' bytes may be read. warning C6101: Returning uninitialized memory '*pDescriptorDst'. A successful path through the function does not set the named _Out_ parameter. Change 3121234 on 2016/09/12 by Steve.Robb Unused ToBuildInfoString function declaration removed. Change 3122616 on 2016/09/13 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Compiler'. Change 3123070 on 2016/09/13 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'top' contains the same NULL value as 'edge' did. [CL 3126145 by Robert Manuszewski in Main branch]
2016-09-15 00:21:42 -04:00
check(LastPushStatement);
}
else
{
// Directly emit pushes to execute the remaining branches
for (int32 i = OutputPins.Num() - 1; i > 0; i--)
{
FBlueprintCompiledStatement& PushExecutionState = Context.AppendStatementForNode(Node);
PushExecutionState.Type = KCST_PushState;
Context.GotoFixupRequestMap.Add(&PushExecutionState, OutputPins[i]);
}
// Immediately jump to the first pin
UEdGraphNode* NextNode = OutputPins[0]->LinkedTo[0]->GetOwningNode();
FBlueprintCompiledStatement& NextExecutionState = Context.AppendStatementForNode(Node);
NextExecutionState.Type = KCST_UnconditionalGoto;
Context.GotoFixupRequestMap.Add(&NextExecutionState, OutputPins[0]);
}
}
else
{
FBlueprintCompiledStatement& NextExecutionState = Context.AppendStatementForNode(Node);
NextExecutionState.Type = KCST_EndOfThread;
}
}
};
UK2Node_ExecutionSequence::UK2Node_ExecutionSequence(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_ExecutionSequence::AllocateDefaultPins()
{
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
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);
// Add two default pins
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
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, GetPinNameGivenIndex(0));
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, GetPinNameGivenIndex(1));
Super::AllocateDefaultPins();
}
FText UK2Node_ExecutionSequence::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NSLOCTEXT("K2Node", "Sequence", "Sequence");
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2937390 on 2016/04/07 by Cody.Albert #jira UE-29211 Fixed slider to properly bubble unhandled OnKeyDown events Change 2939672 on 2016/04/11 by Richard.TalbotWatkin Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled. This also allows multiple packages which are dirtied at the same time to be treated as one transaction. #jira UE-29193 - "Files need check-out" prompt spams Blueprint users Change 2939686 on 2016/04/11 by Richard.TalbotWatkin A number of further improvements to mesh vertex color painting: * Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine. * Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0. * Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds. * Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors). #jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected Change 2939906 on 2016/04/11 by Nick.Darnell Automation - Adding several enhancements to the automation framework and improving the UI. * Tests in the UI now have a link to the source and line where they orginate. * There's now a general purpose latent lambda command you can use to run arbitrary code latently. * Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code. * Front end now has better column displays offering more room to the test name * Changed several events to the automation controller to multicast delegates so that many could hook them. * The UI now refreshes the selection after tests finish so that the output log updates. Change 2939908 on 2016/04/11 by Nick.Darnell Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s) Change 2940028 on 2016/04/11 by Nick.Darnell Automation - Removing the search box from the toolbar. It's now inlined above the test tree. Tweaking the padding to make it look more other windows and make everything not look so squished. Recursive expansion now works on tests. Change 2940066 on 2016/04/11 by Nick.Darnell Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it. Change 2940092 on 2016/04/11 by Jamie.Dale PR #2248: Datatable select next row (Contributed by FineRedMist) Change 2940093 on 2016/04/11 by Jamie.Dale PR #2248: Datatable select next row (Contributed by FineRedMist) Change 2940157 on 2016/04/11 by Jamie.Dale Fixing FTextTest due to some changes made to how currency is formatted Change 2940694 on 2016/04/12 by Richard.TalbotWatkin Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs. #jira UE-29360 - Override Colors not propagated correctly to generated lower LODs Change 2942379 on 2016/04/13 by Richard.TalbotWatkin Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode. This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists. This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed. #jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing Change 2942947 on 2016/04/13 by Richard.TalbotWatkin Fixed crash when pasting a material function call node from one project to another in which it is not defined. #jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects Change 2943452 on 2016/04/14 by Richard.TalbotWatkin Updated F4 debug key binding to match what's in ShowFlags.cpp PR #2197 (contributed by mfortin-bhvr) Change 2943824 on 2016/04/14 by Alexis.Matte #jira UE-29090 Make sure we cannot open the color picker when a property is edit const Change 2943841 on 2016/04/14 by Alexis.Matte #jira UE-28924 tooltip was add for every hierarchy import option Change 2943927 on 2016/04/14 by Alexis.Matte #jira UE-29423 Add Obj support for scene importer Github PR #2272 Change 2943967 on 2016/04/14 by Richard.TalbotWatkin Added relevant fields from FBodyInstance to the FoliageType customizations. #jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties Change 2948397 on 2016/04/19 by Andrew.Rodham Moved FSlateIcon definition to SlateCore It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale. Change 2948805 on 2016/04/19 by Andrew.Rodham Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used. - Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name. - This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic. #jira UE-26502 Change 2950658 on 2016/04/20 by Alexis.Matte #jira UE-24333 Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix Change 2950663 on 2016/04/20 by Alexis.Matte #jira UE-29582 When exporting to fbx we have to export each material instance as one fbx material Change 2951240 on 2016/04/21 by Alexis.Matte #jira UE-28473 Make sure light are render properly after importing a fbx scene Change 2951421 on 2016/04/21 by Alexis.Matte #jira UE-29773 fbx skeletalmesh import now support mesh hierarchy Change 2955873 on 2016/04/26 by Richard.TalbotWatkin PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist) Change 2955965 on 2016/04/26 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2956717 on 2016/04/26 by Andrew.Rodham Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations #jira UE-26968 Change 2956822 on 2016/04/26 by Andrew.Rodham Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame #jira UE-7777 Change 2956931 on 2016/04/26 by Nick.Darnell New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger. Change 2956932 on 2016/04/26 by Nick.Darnell Plugins - Now allowing you to package a plugin from the plugin browsing view. Still work in progress. Change 2957164 on 2016/04/26 by Nick.Darnell Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager. Making the copy constructor private on the module manager to prevent this in the future. Change 2957165 on 2016/04/26 by Nick.Darnell Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets. #jira UE-28456 Change 2957510 on 2016/04/27 by Nick.Darnell PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts) #jira UE-28763 Change 2957511 on 2016/04/27 by Andrew.Rodham Editor: Make favorites button on details panel non-focusable - This was preventing users being able to tab between value fields on the details panel Change 2957610 on 2016/04/27 by Nick.Darnell PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts) #jira UE-24190 Change 2957667 on 2016/04/27 by Jamie.Dale Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location #jira OR-18634 Change 2958035 on 2016/04/27 by Nick.Darnell Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required. Change 2958272 on 2016/04/27 by Jamie.Dale Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName. #jira UE-12096 Change 2958348 on 2016/04/27 by Jamie.Dale PR #2282: Slate font shutdown order fix (Contributed by FineRedMist) Change 2958352 on 2016/04/27 by Jamie.Dale Fixed the subtitle manager updating the wrong list of subtitles #jira UE-29511 Change 2958390 on 2016/04/27 by Jamie.Dale Removed some old placement-new style array insertions Change 2959360 on 2016/04/28 by Richard.TalbotWatkin Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959724 on 2016/04/28 by Cody.Albert Merging hardware survey gating logic from 4.10 #jira UE-28666 Change 2959807 on 2016/04/28 by Cody.Albert Removed deprecated function call #jira UE-28666 Change 2959894 on 2016/04/28 by Cody.Albert Fix for scroll offset being clamped by content size, not scroll max #jira UE-20676 Change 2960048 on 2016/04/28 by Jamie.Dale Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue #jira UE-12096 Change 2960782 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2960885 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961170 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961171 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961173 on 2016/04/29 by Jamie.Dale Removed some inline duplication on the specialized template functions #jira UE-12096 Change 2963124 on 2016/05/02 by Jamie.Dale FExternalDragOperation can now contain both text and file data at the same time This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time. #jira UE-26585 Change 2963175 on 2016/05/02 by Jamie.Dale Updated some font editor tooltips to be more descriptive #jira UE-17429 Change 2963290 on 2016/05/02 by Jamie.Dale The Localise UAT command can now be run with a null localisation provider Change 2963305 on 2016/05/02 by Jamie.Dale Fixed minor typo Change 2963402 on 2016/05/02 by Jamie.Dale Cleaned up all the current localization key conflicts and warnings from gathering Engine code #jira UE-25833 Change 2963415 on 2016/05/02 by Jamie.Dale Rephrased a message that could generate a CIS warning #jira UE-25833 Change 2964184 on 2016/05/03 by Jamie.Dale Fixed duplicate "Font" entry in asset picker menu This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI. We also now make sure the factories are sorted by display name before being shown in the UI. #jira UE-24903 Change 2966108 on 2016/05/04 by Nick.Darnell Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules. Change 2966113 on 2016/05/04 by Nick.Darnell [Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine. This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game. Therefore, UGameEngine now tells the GameInstance to Start during this phase now. Change 2966121 on 2016/05/04 by Jamie.Dale Config writing improvements when dealing with property values This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted. This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it. FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case. UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge). Change 2966122 on 2016/05/04 by Jamie.Dale Added a setting to control dialogue wave audio filenames Change 2966481 on 2016/05/04 by Jamie.Dale PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist) Change 2966887 on 2016/05/04 by Jamie.Dale PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist) Change 2967488 on 2016/05/05 by Ben.Marsh Changes to support packaging plugins from the editor. * UBT now has an option to explicitly disable hot-reloading in any circumstances. * When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game). * When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory. * An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present. Change 2967947 on 2016/05/05 by Nick.Darnell PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic) #jira UE-30371 Change 2968333 on 2016/05/05 by Jamie.Dale Fixed MultiLine not working with arrays of string or text properties - The detail customizations for FString and FText properties now read the meta-data off the correct property. - The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties. - Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor. - Fixed the default values panel in the UDS editor having a title area. #jira UE-30392 Change 2968999 on 2016/05/06 by Jamie.Dale Fixed infinite loop in the editor if a directory that is being watched is deleted #jira UE-30172 Change 2969105 on 2016/05/06 by Richard.TalbotWatkin Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action. #jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option Change 2969440 on 2016/05/06 by Jamie.Dale Significant performance improvements when pasting a large amount of text #jira UE-19712 Change 2969619 on 2016/05/06 by Andrew.Rodham Auto-reimport is now disabled inside an editor running in unattended mode Change 2969621 on 2016/05/06 by Jamie.Dale Added the ability to override the subtitle used on a dialogue wave This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player. #jira UETOOL-795 Change 2970588 on 2016/05/09 by Chris.Wood Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic() [UE-26958] - GitHub 2056 : Fixing typo in the operator #2056 Change 2971151 on 2016/05/09 by Chris.Wood Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful. [UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result. [UE-26575] - GitHub 2030 : Add error-severity message to log on ensure. PR #2030 Change 2971267 on 2016/05/09 by Alexis.Matte Wrong parameter when calling GetImportOptions #jira UE-30299 Change 2972073 on 2016/05/10 by Richard.TalbotWatkin Fixed UModel methods which make surfaces as modified. #jira UE-28831 - Unable to undo material placement on BSP Change 2972329 on 2016/05/10 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2972887 on 2016/05/10 by Alexis.Matte #jira UE-30167 We now import the geometric transform also when we uncheck the absolute transform in the vertex. Change 2973664 on 2016/05/11 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2973717 on 2016/05/11 by Nick.Darnell Fixing compiler issues from main merge. #jira UE-30590 Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport [CL 2973886 by Nick Darnell in Main branch]
2016-05-11 11:05:13 -04:00
FSlateIcon UK2Node_ExecutionSequence::GetIconAndTint(FLinearColor& OutColor) const
{
static FSlateIcon Icon(FAppStyle::GetAppStyleSetName(), "GraphEditor.Sequence_16x");
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2937390 on 2016/04/07 by Cody.Albert #jira UE-29211 Fixed slider to properly bubble unhandled OnKeyDown events Change 2939672 on 2016/04/11 by Richard.TalbotWatkin Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled. This also allows multiple packages which are dirtied at the same time to be treated as one transaction. #jira UE-29193 - "Files need check-out" prompt spams Blueprint users Change 2939686 on 2016/04/11 by Richard.TalbotWatkin A number of further improvements to mesh vertex color painting: * Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine. * Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0. * Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds. * Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors). #jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected Change 2939906 on 2016/04/11 by Nick.Darnell Automation - Adding several enhancements to the automation framework and improving the UI. * Tests in the UI now have a link to the source and line where they orginate. * There's now a general purpose latent lambda command you can use to run arbitrary code latently. * Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code. * Front end now has better column displays offering more room to the test name * Changed several events to the automation controller to multicast delegates so that many could hook them. * The UI now refreshes the selection after tests finish so that the output log updates. Change 2939908 on 2016/04/11 by Nick.Darnell Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s) Change 2940028 on 2016/04/11 by Nick.Darnell Automation - Removing the search box from the toolbar. It's now inlined above the test tree. Tweaking the padding to make it look more other windows and make everything not look so squished. Recursive expansion now works on tests. Change 2940066 on 2016/04/11 by Nick.Darnell Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it. Change 2940092 on 2016/04/11 by Jamie.Dale PR #2248: Datatable select next row (Contributed by FineRedMist) Change 2940093 on 2016/04/11 by Jamie.Dale PR #2248: Datatable select next row (Contributed by FineRedMist) Change 2940157 on 2016/04/11 by Jamie.Dale Fixing FTextTest due to some changes made to how currency is formatted Change 2940694 on 2016/04/12 by Richard.TalbotWatkin Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs. #jira UE-29360 - Override Colors not propagated correctly to generated lower LODs Change 2942379 on 2016/04/13 by Richard.TalbotWatkin Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode. This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists. This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed. #jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing Change 2942947 on 2016/04/13 by Richard.TalbotWatkin Fixed crash when pasting a material function call node from one project to another in which it is not defined. #jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects Change 2943452 on 2016/04/14 by Richard.TalbotWatkin Updated F4 debug key binding to match what's in ShowFlags.cpp PR #2197 (contributed by mfortin-bhvr) Change 2943824 on 2016/04/14 by Alexis.Matte #jira UE-29090 Make sure we cannot open the color picker when a property is edit const Change 2943841 on 2016/04/14 by Alexis.Matte #jira UE-28924 tooltip was add for every hierarchy import option Change 2943927 on 2016/04/14 by Alexis.Matte #jira UE-29423 Add Obj support for scene importer Github PR #2272 Change 2943967 on 2016/04/14 by Richard.TalbotWatkin Added relevant fields from FBodyInstance to the FoliageType customizations. #jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties Change 2948397 on 2016/04/19 by Andrew.Rodham Moved FSlateIcon definition to SlateCore It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale. Change 2948805 on 2016/04/19 by Andrew.Rodham Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used. - Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name. - This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic. #jira UE-26502 Change 2950658 on 2016/04/20 by Alexis.Matte #jira UE-24333 Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix Change 2950663 on 2016/04/20 by Alexis.Matte #jira UE-29582 When exporting to fbx we have to export each material instance as one fbx material Change 2951240 on 2016/04/21 by Alexis.Matte #jira UE-28473 Make sure light are render properly after importing a fbx scene Change 2951421 on 2016/04/21 by Alexis.Matte #jira UE-29773 fbx skeletalmesh import now support mesh hierarchy Change 2955873 on 2016/04/26 by Richard.TalbotWatkin PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist) Change 2955965 on 2016/04/26 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2956717 on 2016/04/26 by Andrew.Rodham Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations #jira UE-26968 Change 2956822 on 2016/04/26 by Andrew.Rodham Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame #jira UE-7777 Change 2956931 on 2016/04/26 by Nick.Darnell New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger. Change 2956932 on 2016/04/26 by Nick.Darnell Plugins - Now allowing you to package a plugin from the plugin browsing view. Still work in progress. Change 2957164 on 2016/04/26 by Nick.Darnell Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager. Making the copy constructor private on the module manager to prevent this in the future. Change 2957165 on 2016/04/26 by Nick.Darnell Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets. #jira UE-28456 Change 2957510 on 2016/04/27 by Nick.Darnell PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts) #jira UE-28763 Change 2957511 on 2016/04/27 by Andrew.Rodham Editor: Make favorites button on details panel non-focusable - This was preventing users being able to tab between value fields on the details panel Change 2957610 on 2016/04/27 by Nick.Darnell PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts) #jira UE-24190 Change 2957667 on 2016/04/27 by Jamie.Dale Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location #jira OR-18634 Change 2958035 on 2016/04/27 by Nick.Darnell Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required. Change 2958272 on 2016/04/27 by Jamie.Dale Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName. #jira UE-12096 Change 2958348 on 2016/04/27 by Jamie.Dale PR #2282: Slate font shutdown order fix (Contributed by FineRedMist) Change 2958352 on 2016/04/27 by Jamie.Dale Fixed the subtitle manager updating the wrong list of subtitles #jira UE-29511 Change 2958390 on 2016/04/27 by Jamie.Dale Removed some old placement-new style array insertions Change 2959360 on 2016/04/28 by Richard.TalbotWatkin Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959724 on 2016/04/28 by Cody.Albert Merging hardware survey gating logic from 4.10 #jira UE-28666 Change 2959807 on 2016/04/28 by Cody.Albert Removed deprecated function call #jira UE-28666 Change 2959894 on 2016/04/28 by Cody.Albert Fix for scroll offset being clamped by content size, not scroll max #jira UE-20676 Change 2960048 on 2016/04/28 by Jamie.Dale Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue #jira UE-12096 Change 2960782 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2960885 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961170 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961171 on 2016/04/29 by Jamie.Dale Updating code to use the new FText aware asset registry tag functions #jira UE-12096 Change 2961173 on 2016/04/29 by Jamie.Dale Removed some inline duplication on the specialized template functions #jira UE-12096 Change 2963124 on 2016/05/02 by Jamie.Dale FExternalDragOperation can now contain both text and file data at the same time This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time. #jira UE-26585 Change 2963175 on 2016/05/02 by Jamie.Dale Updated some font editor tooltips to be more descriptive #jira UE-17429 Change 2963290 on 2016/05/02 by Jamie.Dale The Localise UAT command can now be run with a null localisation provider Change 2963305 on 2016/05/02 by Jamie.Dale Fixed minor typo Change 2963402 on 2016/05/02 by Jamie.Dale Cleaned up all the current localization key conflicts and warnings from gathering Engine code #jira UE-25833 Change 2963415 on 2016/05/02 by Jamie.Dale Rephrased a message that could generate a CIS warning #jira UE-25833 Change 2964184 on 2016/05/03 by Jamie.Dale Fixed duplicate "Font" entry in asset picker menu This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI. We also now make sure the factories are sorted by display name before being shown in the UI. #jira UE-24903 Change 2966108 on 2016/05/04 by Nick.Darnell Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules. Change 2966113 on 2016/05/04 by Nick.Darnell [Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine. This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game. Therefore, UGameEngine now tells the GameInstance to Start during this phase now. Change 2966121 on 2016/05/04 by Jamie.Dale Config writing improvements when dealing with property values This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted. This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it. FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case. UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge). Change 2966122 on 2016/05/04 by Jamie.Dale Added a setting to control dialogue wave audio filenames Change 2966481 on 2016/05/04 by Jamie.Dale PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist) Change 2966887 on 2016/05/04 by Jamie.Dale PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist) Change 2967488 on 2016/05/05 by Ben.Marsh Changes to support packaging plugins from the editor. * UBT now has an option to explicitly disable hot-reloading in any circumstances. * When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game). * When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory. * An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present. Change 2967947 on 2016/05/05 by Nick.Darnell PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic) #jira UE-30371 Change 2968333 on 2016/05/05 by Jamie.Dale Fixed MultiLine not working with arrays of string or text properties - The detail customizations for FString and FText properties now read the meta-data off the correct property. - The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties. - Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor. - Fixed the default values panel in the UDS editor having a title area. #jira UE-30392 Change 2968999 on 2016/05/06 by Jamie.Dale Fixed infinite loop in the editor if a directory that is being watched is deleted #jira UE-30172 Change 2969105 on 2016/05/06 by Richard.TalbotWatkin Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action. #jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option Change 2969440 on 2016/05/06 by Jamie.Dale Significant performance improvements when pasting a large amount of text #jira UE-19712 Change 2969619 on 2016/05/06 by Andrew.Rodham Auto-reimport is now disabled inside an editor running in unattended mode Change 2969621 on 2016/05/06 by Jamie.Dale Added the ability to override the subtitle used on a dialogue wave This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player. #jira UETOOL-795 Change 2970588 on 2016/05/09 by Chris.Wood Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic() [UE-26958] - GitHub 2056 : Fixing typo in the operator #2056 Change 2971151 on 2016/05/09 by Chris.Wood Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful. [UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result. [UE-26575] - GitHub 2030 : Add error-severity message to log on ensure. PR #2030 Change 2971267 on 2016/05/09 by Alexis.Matte Wrong parameter when calling GetImportOptions #jira UE-30299 Change 2972073 on 2016/05/10 by Richard.TalbotWatkin Fixed UModel methods which make surfaces as modified. #jira UE-28831 - Unable to undo material placement on BSP Change 2972329 on 2016/05/10 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2972887 on 2016/05/10 by Alexis.Matte #jira UE-30167 We now import the geometric transform also when we uncheck the absolute transform in the vertex. Change 2973664 on 2016/05/11 by Nick.Darnell Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 2973717 on 2016/05/11 by Nick.Darnell Fixing compiler issues from main merge. #jira UE-30590 Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport [CL 2973886 by Nick Darnell in Main branch]
2016-05-11 11:05:13 -04:00
return Icon;
}
FLinearColor UK2Node_ExecutionSequence::GetNodeTitleColor() const
{
return FLinearColor::White;
}
FText UK2Node_ExecutionSequence::GetTooltipText() const
{
return NSLOCTEXT("K2Node", "ExecutePinInOrder_Tooltip", "Executes a series of pins in order");
}
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
FName UK2Node_ExecutionSequence::GetUniquePinName()
{
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
FName NewPinName;
int32 i = 0;
while (true)
{
NewPinName = GetPinNameGivenIndex(i++);
if (!FindPin(NewPinName))
{
break;
}
}
return NewPinName;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
void UK2Node_ExecutionSequence::AddInputPin()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Modify();
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
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, GetUniquePinName());
}
void UK2Node_ExecutionSequence::InsertPinIntoExecutionNode(UEdGraphPin* PinToInsertBefore, EPinInsertPosition Position)
{
Modify();
int32 DesiredPinIndex = Pins.Find(PinToInsertBefore);
if (DesiredPinIndex != INDEX_NONE)
{
if (Position == EPinInsertPosition::After)
{
DesiredPinIndex = DesiredPinIndex + 1;
}
FCreatePinParams Params;
Params.Index = DesiredPinIndex;
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, GetUniquePinName(), Params);
// refresh names on the pin list:
int32 ThenIndex = 0;
for (int32 Idx = 0; Idx < Pins.Num(); ++Idx)
{
UEdGraphPin* PotentialPin = Pins[Idx];
if (UEdGraphSchema_K2::IsExecPin(*PotentialPin) && (PotentialPin->Direction == EGPD_Output))
{
PotentialPin->PinName = GetPinNameGivenIndex(ThenIndex);
++ThenIndex;
}
}
}
}
void UK2Node_ExecutionSequence::RemovePinFromExecutionNode(UEdGraphPin* TargetPin)
{
UK2Node_ExecutionSequence* OwningSeq = Cast<UK2Node_ExecutionSequence>( TargetPin->GetOwningNode() );
if (OwningSeq)
{
OwningSeq->Pins.Remove(TargetPin);
TargetPin->MarkAsGarbage();
// Renumber the pins so the numbering is compact
int32 ThenIndex = 0;
for (int32 i = 0; i < OwningSeq->Pins.Num(); ++i)
{
UEdGraphPin* PotentialPin = OwningSeq->Pins[i];
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
if (UEdGraphSchema_K2::IsExecPin(*PotentialPin) && (PotentialPin->Direction == EGPD_Output))
{
PotentialPin->PinName = GetPinNameGivenIndex(ThenIndex);
++ThenIndex;
}
}
}
}
bool UK2Node_ExecutionSequence::CanRemoveExecutionPin() const
{
int32 NumOutPins = 0;
for (int32 i = 0; i < Pins.Num(); ++i)
{
UEdGraphPin* PotentialPin = Pins[i];
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
if (UEdGraphSchema_K2::IsExecPin(*PotentialPin) && (PotentialPin->Direction == EGPD_Output))
{
NumOutPins++;
}
}
return (NumOutPins > 2);
}
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
FName UK2Node_ExecutionSequence::GetPinNameGivenIndex(int32 Index) const
{
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
return *FString::Printf(TEXT("%s_%d"), *UEdGraphSchema_K2::PN_Then.ToString(), Index);
}
void UK2Node_ExecutionSequence::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
Super::AllocateDefaultPins();
// Create the execution input pin
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
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);
// Create a new pin for each old execution output pin, and coerce the names to match on both sides
int32 ExecOutPinCount = 0;
for (int32 i = 0; i < OldPins.Num(); ++i)
{
UEdGraphPin* TestPin = OldPins[i];
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
if (UEdGraphSchema_K2::IsExecPin(*TestPin) && (TestPin->Direction == EGPD_Output))
{
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
const FName NewPinName(GetPinNameGivenIndex(ExecOutPinCount));
ExecOutPinCount++;
// Make sure the old pin and new pin names match
TestPin->PinName = NewPinName;
// Create the new output pin to match
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
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, NewPinName);
}
}
}
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
UEdGraphPin* UK2Node_ExecutionSequence::GetThenPinGivenIndex(const int32 Index)
{
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
return FindPin(GetPinNameGivenIndex(Index));
}
FNodeHandlingFunctor* UK2Node_ExecutionSequence::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_ExecutionSequence(CompilerContext);
}
void UK2Node_ExecutionSequence::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_ExecutionSequence::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::FlowControl);
}
#undef LOCTEXT_NAMESPACE