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UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/Private/LandscapeEdModeRampTool.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]
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#include "CoreMinimal.h"
#include "InputCoreTypes.h"
#include "HitProxies.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
#include "AI/NavigationSystemBase.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 "Editor/UnrealEdEngine.h"
#include "Engine/Texture2D.h"
#include "UnrealWidgetFwd.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 "EditorModeManager.h"
#include "UnrealEdGlobals.h"
#include "EditorViewportClient.h"
#include "LandscapeToolInterface.h"
#include "LandscapeEdMode.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 "LandscapeEditorObject.h"
#include "ScopedTransaction.h"
#include "LandscapeEdit.h"
#include "LandscapeRender.h"
#include "LandscapeDataAccess.h"
#include "LandscapeHeightfieldCollisionComponent.h"
#include "Raster.h"
#include "Landscape.h"
#include "Misc/MessageDialog.h"
#include "LandscapeEdModeTools.h"
#define LOCTEXT_NAMESPACE "Landscape"
class FLandscapeRampToolHeightRasterPolicy
{
public:
// X = Side Falloff Alpha, Y = Height
typedef FVector2D InterpolantType;
/** Initialization constructor. */
FLandscapeRampToolHeightRasterPolicy(TArray<uint16>& InData, int32 InMinX, int32 InMinY, int32 InMaxX, int32 InMaxY, bool InbRaiseTerrain, bool InbLowerTerrain) :
Data(InData),
MinX(InMinX),
MinY(InMinY),
MaxX(InMaxX),
MaxY(InMaxY),
bRaiseTerrain(InbRaiseTerrain),
bLowerTerrain(InbLowerTerrain)
{
}
protected:
// FTriangleRasterizer policy interface.
int32 GetMinX() const { return MinX; }
int32 GetMaxX() const { return MaxX; }
int32 GetMinY() const { return MinY; }
int32 GetMaxY() const { return MaxY; }
void ProcessPixel(int32 X, int32 Y, const InterpolantType& Interpolant, bool BackFacing)
{
const float CosInterpX = (Interpolant.X >= 1 ? 1 : 0.5f - 0.5f * FMath::Cos(Interpolant.X * PI));
const float Alpha = CosInterpX;
uint16& Dest = Data[(Y - MinY)*(1 + MaxX - MinX) + X - MinX];
float Value = FMath::Lerp((float)Dest, (float)Interpolant.Y, Alpha);
uint16 DValue = (uint32)FMath::Clamp<float>(Value, 0, LandscapeDataAccess::MaxValue);
if ((bRaiseTerrain && DValue > Dest) ||
(bLowerTerrain && DValue < Dest))
{
Dest = DValue;
}
}
private:
TArray<uint16>& Data;
int32 MinX, MinY, MaxX, MaxY;
uint32 bRaiseTerrain : 1, bLowerTerrain : 1;
};
class HLandscapeRampToolPointHitProxy : public HHitProxy
{
DECLARE_HIT_PROXY();
int8 Point;
HLandscapeRampToolPointHitProxy(int8 InPoint) :
HHitProxy(HPP_Foreground),
Point(InPoint)
{
}
virtual EMouseCursor::Type GetMouseCursor() override
{
return EMouseCursor::Crosshairs;
}
};
IMPLEMENT_HIT_PROXY(HLandscapeRampToolPointHitProxy, HHitProxy)
class FLandscapeToolRamp : public FLandscapeTool
{
protected:
FEdModeLandscape* EdMode;
UTexture2D* SpriteTexture;
FVector Points[2];
int8 NumPoints;
int8 SelectedPoint;
bool bMovingPoint;
public:
FLandscapeToolRamp(FEdModeLandscape* InEdMode)
: EdMode(InEdMode)
, SpriteTexture(LoadObject<UTexture2D>(NULL, TEXT("/Engine/EditorResources/S_Terrain.S_Terrain")))
, NumPoints(0)
, SelectedPoint(INDEX_NONE)
, bMovingPoint(false)
{
check(SpriteTexture);
}
virtual void AddReferencedObjects(FReferenceCollector& Collector) override
{
Collector.AddReferencedObject(SpriteTexture);
}
virtual const TCHAR* GetToolName() override { return TEXT("Ramp"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Ramp", "Ramp"); };
virtual FText GetDisplayMessage() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Ramp_Message", "Create a ramp between two specified points, adding falloffs according to the settings. Note that this tool cannot use any brushes."); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::None | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return false; }
virtual ELandscapeToolTargetTypeMask::Type GetSupportedTargetTypes() override
{
return ELandscapeToolTargetTypeMask::Heightmap;
}
virtual void EnterTool() override
{
NumPoints = 0;
SelectedPoint = INDEX_NONE;
GLevelEditorModeTools().SetWidgetMode(UE::Widget::WM_Translate);
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3379190) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3342222 on 2017/03/10 by Nick.Darnell UMG - Adding a GetContent to the UContentWidget. Change 3342228 on 2017/03/10 by Nick.Darnell Project Launcher - Always consume mouse wheel vertically so it stops scrolling to the right. Change 3342310 on 2017/03/10 by Nick.Darnell UMG - Cleaning up some extra class references. Change 3343382 on 2017/03/13 by Jamie.Dale Applying optimization to FChunkManifestGenerator::ContainsMap Change 3343523 on 2017/03/13 by Mike.Fricker New details view option: "Show Hidden Properties while Playing" - Enabling this allows you to see every property on selected objects that belong to a simulating world, even non-visible and non-editable properties. Very useful for inspection and debugging. - Remember to change World Outliner to show you actors in the "Play World" if you want to select and inspect those objects first! - This setting is saved for your entire project, similar to "Show All Advanced" Change 3343573 on 2017/03/13 by Mike.Fricker New details view option: "Show Hidden Properties while Playing" (part 2) - Fixed missing include / unity issue Change 3343709 on 2017/03/13 by Jamie.Dale Some fixes for gathering cached dependency data - We no longer load dependency data that doesn't have the correct package name. - We no longer populate the dependency results when bGatherDependsData is false. Change 3343900 on 2017/03/13 by Alexis.Matte fix crash when creating too much LOD at import #jira UE-42785 Change 3344104 on 2017/03/13 by Alexis.Matte Add a boolean to the static mesh socket so we know if the socket was imported or created in UE4. This allow us to not impact editor socket when we re-import a fbx #jira UE-42736 Change 3344802 on 2017/03/14 by Michael.Dupuis #jira UE-42244 : added missing nullptr so render thread wont try to access global var when we're no longer in landscape mode Changed the sync method between graphic resource from render thread and game thread to prevent desync Change 3346061 on 2017/03/14 by Jamie.Dale Adding const& and && overloads of FText::Format Change 3346192 on 2017/03/14 by Arciel.Rekman Linux: fix VHACD to retain bincompat with the baseline (UE-42895). - It is now compiled against libc++ instead of libstdc++ in the toolchain. Change 3347083 on 2017/03/15 by Andrew.Rodham Fixed crash when changing anchors on a background blur widget Change 3347359 on 2017/03/15 by Michael.Dupuis #jira UE-38193: Added Rename, Delete, New Folder, Size Map, Show In Explorer for folder and asset in the path view and asset view Change 3347382 on 2017/03/15 by Michael.Dupuis missing include incremental Change 3347500 on 2017/03/15 by Alex.Delesky #jira UE-41231 - Selecting multiple text widgets in UMG will now allow you to set their value correctly, and the "Multiple Values" text will no longer be set in the widgets instead. Change 3347920 on 2017/03/15 by Jamie.Dale Fixing some places passing tooltips as FString rather than FText #jira UE-42603 Change 3347925 on 2017/03/15 by Jamie.Dale Re-saving some assets so their tooltips can be gathered #jira UE-42603 Change 3348788 on 2017/03/15 by Jamie.Dale Updated the Windows platform to use the newer Vista+ style browser dialogs, rather than the older XP style dialogs Change 3349187 on 2017/03/16 by Andrew.Rodham Sequencer: Added the ability to specify additional event receivers for level sequence actors - Such actors will receive events from event tracks Change 3349194 on 2017/03/16 by Andrew.Rodham Sequencer: Reset compiled templates on load in the editor, and ensure correct serialization of generation ledger - Resetting on load means that we guarantee up-to-date templates, even if underlying compilation logic changes. #jira UE-42198 #jira UE-40969 Change 3349210 on 2017/03/16 by Andrew.Rodham Sequencer: Event tracks can now be defined to trigger events at the start of evaluation, after objects are spawned, or at the end of evaluation Change 3349211 on 2017/03/16 by Andrew.Rodham Sequencer: Add ability to retrieve bound objects from blueprint Change 3349398 on 2017/03/16 by Nick.Darnell UMG - Fixing a flashing hierarchy view. Looks like assets continuing to stream in causing the object change notification to continue to fire, and the widget designer refreshed any time it happened. Now limit to only if widgets are changing. Change 3349420 on 2017/03/16 by Alex.Delesky #jira UE-40720 - Multiline editable text boxes can now be set to Read-Only. Change 3349548 on 2017/03/16 by Alexis.Matte Fbx importer, when importing a staticmesh with combine mesh option check and the fbx file contain some "MultiSub Material" the materialinstance are now always hook properly. Change 3349818 on 2017/03/16 by Cody.Albert Fixed constructor for FNavigationMetaData Change 3350047 on 2017/03/16 by Cody.Albert Removed unneeded check so that children actors are never orphaned when their parent is moved into a newly created folder in the world outliner Change 3350072 on 2017/03/16 by Arciel.Rekman ShaderCompiler: make sure strings are at least 4-byte aligned. - Can crash wcscpy() under Linux otherwise (reported by a licensee). Change 3350146 on 2017/03/16 by Arciel.Rekman Fix CodeLite project generation (UE-42921). - Reportedly causes a crash in CodeLite 10.x Change 3350235 on 2017/03/16 by Arciel.Rekman Fix memory leak in address symbolication on Linux. - Makes MallocProfiler work again. - Also add progress update in MallocProfiler since symbolication is still slow. Merging CL 3338764 from Fortnite to Dev-Editor. Change 3350382 on 2017/03/16 by Arciel.Rekman Linux: fix incorrect cast of rlimit in i686. Change 3350471 on 2017/03/16 by Jamie.Dale Enabling loc dashboard by default for new projects Change 3350516 on 2017/03/16 by Jamie.Dale Enabling content hot-reloading by default Change 3350582 on 2017/03/16 by Cody.Albert Corrected Widget Interaction Component to use current impact point instead of last impact point Change 3350945 on 2017/03/16 by Jamie.Dale Gave FConfigFile::FindOrAddSection API linkage Change 3351441 on 2017/03/17 by Michael.Dupuis #jira UE-42843: Fixed Transaction begin/end order issue happening with min slider passing max slider value Add support for multiple selection value display Change 3351558 on 2017/03/17 by Michael.Dupuis #jira UE-42845: Always refresh the detail panel to properly update for selection change, delete, etc. Change 3351657 on 2017/03/17 by Matt.Kuhlenschmidt Adding USD Third Party dependencies Change 3351665 on 2017/03/17 by Matt.Kuhlenschmidt Added experimental USD Importer Plugin This plugin supports basic static mesh importing and scene creation of actors using static meshes Change 3351682 on 2017/03/17 by Matt.Kuhlenschmidt Enabling USD importer in engine test project for automation tests Change 3351749 on 2017/03/17 by Alexis.Matte Make sure the selection proxy is off for the skeletal mesh component. UE4 use the selection outline instead #jira UE-41677 Change 3351831 on 2017/03/17 by Michael.Dupuis #jira UETOOL-1102: Added HSV controls to Color Grading Some look improvement for RGV/HSV Color Grading refactor Group Reset bug fix (relevant only to color grading) Change 3352041 on 2017/03/17 by Matt.Kuhlenschmidt Updated USD plugin whitelisting Change 3352093 on 2017/03/17 by Michael.Dupuis when FREEZERENDERING is called, stop the foliage culling too Change 3352211 on 2017/03/17 by Alexis.Matte Fix the physic asset missing skeleton warning #jira UE-43006 Change 3352336 on 2017/03/17 by Alexis.Matte We now allow a negative W value of the ScreenPoint vector in the ScreenToPixel function. In this case we simply reverse the W value to kept the manipulator direction on the good side. #jira UE-37458 Change 3352947 on 2017/03/17 by Phillip.Kavan #jira UE-42510 - Instanced static mesh transform edits are now reflected in the Blueprint editor's preview scene. Change summary: - Added IPropertyHandle::GetValueBaseAddress() (interface). - Modified IPropertyHandle::NotifyPostChange() to include EPropertyChangeType as an optional input. - Added FPropertyHandleBase::GetValueBaseAddress() (implementation). - Modified FPropertyHandleBase::NotifyPostChange() to include the optional input arg in the property change event. - Modified FPropertyHandleBase::CreatePropertyNameWidget() to clear the override text after temporarily replacing display name/tooltip text for the creation of the SPropertyNameWidget. This was done to allow for transactions to be named according to the property that's being modified. - Modified FMathStructProxyCustomization::OnValueCommitted() to only apply the input value while not interactively editing via spinbox as well as when not post-processing an undo/redo (which can trigger a focus loss). - Modified the FMathStructProxyCustomization::OnEndSliderMovement() delegate to include property handle and proxy value input parameters, as well as to call FlushValues() as part of the implementation. - Modified FlushValues() for each of FMatrixStructCustomization, FTransformStructCustomization and FQuatStructCustomization to explicitly handle both propagation and transaction processing. - Modified UInstancedStaticMeshComponent::UpdateInstanceTransform() to call Modify() prior to applying changes (so that the previous state is recorded when inside a transaction context). - Modified FInstanceStaticMeshSCSEditorCustomization::HandleViewportDrag() to propagate changes to all instances of the ISMC archetype. Known issues: - Using the spinbox to edit instanced mesh transform values in the Blueprint editor will not apply the change to instances in the level editor until after you release the mouse button (i.e. - it will not be shown as a "live" update). Change 3353678 on 2017/03/20 by Michael.Dupuis properly unfreeze the culling of foliage when toggling the freezerendering command Change 3353747 on 2017/03/20 by Matt.Kuhlenschmidt PR #3372: Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) (Contributed by SRombauts) Change 3353749 on 2017/03/20 by Matt.Kuhlenschmidt PR #3373: Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) (Contributed by SRombauts) Change 3353754 on 2017/03/20 by Matt.Kuhlenschmidt PR #3390: Allow OBJ imports to change if materials and textures are also imported (Contributed by mmdanggg2) Change 3353909 on 2017/03/20 by Matt.Kuhlenschmidt Fixed actors showing thumbnails in details panel and made a few other tweeks to thumbnail displays in details panels - The color of the accepted type is now shown properly - All object based properties now have thumbnails on by default. Change 3353948 on 2017/03/20 by Nick.Darnell UMG - Updating the background blur widget's upgrade code to use the custom version, and handling older cases that were continuing to generate blur slots, even when already upgraded. Change 3354335 on 2017/03/20 by Nick.Darnell Paragon - Excluding Archetype objects from reporting references, which causes crashes in the fast template mode. Change 3354495 on 2017/03/20 by Nick.Darnell Core - Making it so order that outers are discovered does not matter, initializing the chain of outers if hasn't been created when instancing subobjects. Change 3354578 on 2017/03/20 by Nick.Darnell Slate - There's now a console variable option, Slate.VerifyHitTestVisibility (off by default) which enables additional visibility checks for widgets. Normally this isn't nessesary, but if you're changing the visibility of widgets during a frame, and several hit tests need to be performed that frame there's a chance that a button could be clicked twice in one frame. Enabling this mode will make all hit testing more expensive, so for now it's off by default, but available for licensees that need the extra testing. Change 3354737 on 2017/03/20 by Nick.Darnell Core - Adding a fix to Dev-Editor from that enables objects in the same package being requested to also be loaded. This came about during async streaming callbacks alerting that a requested class was done loading, but there were still other assets in the package 'not loaded' but were available, just needed post load called on them. Change 3355923 on 2017/03/21 by Yannick.Lange VR Editor: - Remove unnecessary cleanup functions. - Initialize with VR Mode and remove SetOwner function, since it shouldn't be possible to reset the VR Mode afterwards. Change 3355959 on 2017/03/21 by Yannick.Lange VR Editor: - Rename VREditorWorldInteraction to VREditorPlacement, to avoid confusion with ViewportWorldInteraction. VREditorPlacement will only handle placing objects from content browser in the VR Mode. - Removed SnapSelectedActorsToGround to VREditorMode. Change 3355965 on 2017/03/21 by Yannick.Lange VR Editor: Forgot to add files to previous submit 3355959. Change 3355977 on 2017/03/21 by Yannick.Lange VR Editor: Remove function to add a new extension with TSubclassOf<UEditorWorldExtension>. Change 3356017 on 2017/03/21 by Yannick.Lange VR Editor: - UI system check owner VRMode. - UI system fix check on VRMode on shutdown. Change 3356028 on 2017/03/21 by Nick.Darnell Slate - SButton now correctly releases mouse capture even if it becomes disabled while pressed, but before 'click' has been fired. #jira UE-42777 Change 3356071 on 2017/03/21 by Yannick.Lange VR Editor: Copy of change 3353663. - Fix having to press once on the landscape to see the visuals for landscape editing. - Fix when sculpting/painting the position wouldn't update. - Fix inverted action for brushes while holding down shift or modifier on motioncontroller. - Cleanup FLandscapeToolInteractorPosition. - Change from 3353663: Use TStrokeClass::UseContinuousApply and TimeSinceLastInteractorMove to decide when to apply ToolStroke on tick. Change 3356180 on 2017/03/21 by Michael.Dupuis Added ShowFlag Foliage Occlusion Bounds Fixed non initialized variable Expose changing Min Occlusion Bounds instead of assuming 6 #rn none Change 3356347 on 2017/03/21 by Nick.Darnell UMG - Introducing a faster CreateWidget. When cooking, the widget compiler now generates a widget template/archetype that is stored in the same package as the generated blueprint class. During compiling we generate a nearly fully initialized widget tree including all sub userwidgets and their trees, hookup all member variables, initialize named slots, setup any animations...etc. This nearly fully constructed widget can be instanced using it as an archetype in the NewObject call, and does not have to use the correspondingly slow StaticDuplicateObject path. There are restrictions on this method, part of the compiling step for widgets now inspects if the instancing would be successful, or if there would be GLEO references after instancing because a user forgot to setup Instanced on a subobject property. Luckily that should be few and far between, all UVisuals (Widgets & Slots) are now DefaultToInstanced, which takes care of the overwhelming cases that demand the instanced flag. Especially given the bulk of cases using BindWidget in native code. UMG - Removing a lot of deprecated functions from 4.8 on UUserWidget. Change 3356357 on 2017/03/21 by Nick.Darnell Build - Fixing some IWYU issues on the incremental build. Change 3356461 on 2017/03/21 by Nick.Darnell Build - Fixing linux build errors. Change 3356468 on 2017/03/21 by Jamie.Dale STextPropertyEditableTextBox now handles empty texts correctly Change 3356916 on 2017/03/21 by Matt.Kuhlenschmidt Fixed a crash when a material render proxy on a preview node is deleted when it is in flight on the render thread #jira UE-40556 Change 3357033 on 2017/03/21 by Alexis.Matte Fix crash when importing file with import commandlet Make sure path are combine properly to avoid crash Add some missing pointer check Make sure the asset are save when there is no source control #jira UE-42334 Change 3357176 on 2017/03/21 by Alex.Delesky #jira UE-42445 - TMaps now support editing the values of structs that act as map keys. TMaps with struct keys will now show the types of their elements in the details panel as well, and structs will now also display numbers next to set elements. Change 3357197 on 2017/03/21 by Alex.Delesky #jira none - Fixing build issue for TMap key struct change. Change 3357205 on 2017/03/21 by Michael.Dupuis Forgot to reset min granularity to 6 from testing Change 3357340 on 2017/03/21 by Arciel.Rekman Mark FMallocAnsi (standard libc malloc) thread-safe on Linux. Change 3357413 on 2017/03/21 by matt.kuhlenschmidt Added '/Game/Effects/Fort_Effects/Materials/Smoke/M_Main_Smoke_Puff.M_Main_Smoke_Puff' to collection 'MattKTest' Upgraded collection 'MattKTest' (was version 1, now version 2) Change 3357505 on 2017/03/21 by Alexis.Matte Fix to avoid changing the CDO of FbxAssetImportData. The UI was saving the Config which was saving the CDO. But already serialized data will be reload badly if the CDO change since we serialize only the diff. #jira UE-42947 Change 3357825 on 2017/03/21 by Arciel.Rekman Clean up the large thread pool on exit. - Seems like the destruction was missed in the original CL 2785131 (12/1/15). - Fixes problems when threads were allocated in memory that is being cleaned up in another place on exit. Change 3358086 on 2017/03/22 by Yannick.Lange VR Editor: - Fix gizmo scaling down when dragging the world. - Fix gizmo scaling down when dragging rotation handle. Change 3358175 on 2017/03/22 by Andrew.Rodham Sequencer: Made ALevelSequenceActor::AdditionalEventReceivers advanced display Change 3358367 on 2017/03/22 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3358457 on 2017/03/22 by Yannick.Lange VR Editor: Deleting unused UI assets. Change 3358801 on 2017/03/22 by Matt.Kuhlenschmidt Guard against crash if the level editor is shut down when the object system has already been shut down #jira UE-35605 Change 3358897 on 2017/03/22 by matt.barnes Checking in WIP test content for UEQATC-1635 (UMG Navigation) Change 3358976 on 2017/03/22 by Alex.Delesky #jira none - Fixing an issue where ItemPropertyNode could potentially dereference a null property Change 3358987 on 2017/03/22 by Yannick.Lange VR Editor: Fix warning: Can't find file for asset '/Engine/VREditor/UI/VRButtonBackground' while loading ../../../Engine/Content/VREditor/Devices/Vive/VivePreControllerMaterial.uasset. Change 3359067 on 2017/03/22 by Yannick.Lange VR Editor: Fix Radial Menu remains on controller after exiting VR Preview #jira UE-42885 Change 3359179 on 2017/03/22 by Matt.Kuhlenschmidt Fixed "Multiple Values" in Body Setup when single bone has multiple bodies #jira UE-41546 Change 3359626 on 2017/03/22 by Arciel.Rekman Linux: pool OS allocations. - Add a TMemoryPool and TMemoryPoolArray classes that can be used with any type of OS allocator functions. - Add ability to bypass CachedOSPageAllocator for given sizes. Also, corrected the condition on AllocImpl to match one on FreeImpl. - Switch Linux to pool mmap()/munmap() by default (helps 32-bit Linux and also speeds up 64-bit one), except 64-bit servers. - Add a test to TestPAL to check performance and thread safety. - Misc. fixes. Change 3359989 on 2017/03/23 by Andrew.Rodham Sequencer: Binding overrides improvements - Added the ability to override spawnable bindings - Added the ability to override bindings in sub sequences - Deprecated "Get Sequence Bindings" node in favor of "Get Sequence Binding", which is more robust, and provides a better UI/UX for selecting single bindings #jira UE-42470 Change 3360369 on 2017/03/23 by Alexis.Matte Fix the staticmesh conversion from UE4 4.13 to earlier UE4 versions #jira UE-42731 Change 3360556 on 2017/03/23 by Andrew.Rodham Sequencer: Added drag/drop support for binding overrides - You can now drag and drop sequencer object binding nodes into blueprint graphs (to create 'Get Sequence Binding' nodes), and onto binding overrides specified on level sequence actors. Change 3360618 on 2017/03/23 by Arciel.Rekman Make Binned2 work on Mac. - Game/server will use Binned2 by default. Change 3360838 on 2017/03/23 by Nick.Darnell CommonUI - Making the SingleMaterialStyleMID property transient. It had been serialized mistakenly onto several widgets when it appears the intent is to dynamically allocate it upon demand. Change 3360841 on 2017/03/23 by Nick.Darnell UMG - Updating the editor to use DuplicateAndInitializeFromWidgetTree, so that Initialize is properly called when duplicating sub widget trees. Change 3362561 on 2017/03/24 by Matt.Kuhlenschmidt Fixed text outlines being cropped at large sizes #jira UE-42647 Change 3362565 on 2017/03/24 by Matt.Kuhlenschmidt Added automation test for font outlines Change 3362567 on 2017/03/24 by Matt.Kuhlenschmidt Resaved this file to fix 0 engine version warnings Change 3362582 on 2017/03/24 by Yannick.Lange VR Editor: - Fix log warnings when teleporting. - Fix undo/redo when using teleport scaling. - Improved teleport scaling and push/pull input. #jira UE-43214 Change 3362631 on 2017/03/24 by Jamie.Dale Split the monolithic culture concept in UE4 UE4 has historically only supported the concept of a single monolithic "culture" that applied to both text localization and internationalization, as well as all asset localization. Typically the "culture" was set to the "locale" of the OS, however that could be undesirable or incorrect on platforms (such as newer versions of Windows) that have a distinct concept of "language" (for localization) and "locale" (for internationalization). This change splits the concept of "culture" into "language" and "locale", and also adds the concept of "asset groups". The language is now used to work out which localization we should use, and the locale is used to control how numbers/dates/times/etc are formatted within our internationalization library. Asset groups expand on the language used by asset localization and allow you to create a group of asset classes that can be assigned a different culture than the main game language. A typical use-case of this would be creating an "audio" group that could, for example, be set to Japanese while the rest of the game runs in English. If your game doesn't care about the distinction between language and locale, and doesn't need to use asset groups, then you're able to continue to use "culture" as you always have. If, however, you do care about those things, then you'll likely want to avoid using the "culture" directly (as it's now a very aggressive setting that overrides all others), and instead favor using language/locale (games will typically treat these as the same) and asset groups as separate concepts (both in settings, and in your in-game UI). The language or locale for a game can be controlled by settings within the "Internationalization" section of your configs (this would typically be set in your GameUserSettings config, in the same way that "culture" works), eg) [Internationalization] language=fr locale=fr The asset groups for a game can be controlled by settings within the "Internationalization.AssetGroupClasses" and "Internationalization.AssetGroupCultures" sections of your configs (the asset group class definition would typically be set in your DefaultGame config, and the cultures the groups use would typically be set in your GameUserSettings config), eg) [Internationalization.AssetGroupClasses] +Audio=SoundWave +Audio=DialogueWave [Internationalization.AssetGroupCultures] +Audio=ja #jira UE-38418 #jira UE-43014 Change 3362798 on 2017/03/24 by Nick.Darnell UMG - Putting the finishing touches on the hardware cursor system. Can now load them from blueprints, and there are options for setting them up in the project settings. UMG - Deprecating the old properties for software widget cursors. They've been moved into a map that can handle any of the mouse cursors as the enum key, which was always the intent/desire but maps couldn't be used as UProperties then. Change 3362805 on 2017/03/24 by Jamie.Dale PR #3397: Allow empty source to override display string (Contributed by jorgenpt) Change 3363039 on 2017/03/24 by Jamie.Dale Use the pre-scaled font height where possible to avoid an extra multiply Change 3363188 on 2017/03/24 by Joe.Graf Added support for -iterate for content plugins that require path remapping during cook/packaging #CodeReview: matt.kuhlenschmidt #rb: matt.kuhlenschmidt Change 3363355 on 2017/03/24 by Nick.Darnell UMG - Removing the CookAdditionalFiles function in UserInterfaceSettings. Change 3363672 on 2017/03/24 by Matt.Kuhlenschmidt Material thumbnails now respect used particle system sprites flag and show a quad insead of a sphere by default. For this change I added the ability to have per asset type override for the default thumbnail shape and I added a way to reset thumbnails to default. All existinging particle system materials that have not had a custom thumbnail will have to be reloaded and resaved for this to work #jira UE-42410 Change 3363699 on 2017/03/24 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3363784 on 2017/03/24 by Matt.Barnes Adding content for tests following UEQATC-3548 Change 3363872 on 2017/03/24 by Arciel.Rekman Linux: require user to setup clang/clang++ for building hlslcc. - Earlier we tried to handle most common scenarios since libhlslcc needed to be built during the setup. Now that we supply a prebuilt version we don't need to be as user friendly, especially given that the attempts to second guess the compiler started to look complicated. Change 3364089 on 2017/03/24 by Matt.Kuhlenschmidt Fix CIS Change 3364381 on 2017/03/24 by JeanMichel.Dignard UV Packing optim - Use horizontal segments instead of checking texel by texel to fit source chart in layout. - Skip a couple of rasterize by flipping either the X texels or the Y texels when possible. - Keep the best chart raster so that we don't need to reraster when adding the chart to the layout. - Added a lightmap UV version in StaticMesh so that we don't invalidate the lighting cache. Only use the new lightmap UV generation when going through UStaticMesh::Build which invalidates the lighting. Change 3364587 on 2017/03/24 by Arciel.Rekman Fix ordered comparison warning from clang 4.0. Change 3364596 on 2017/03/24 by Arciel.Rekman Linux: fix editor being stuck (hack). - Rebuilt hlslcc in Debug. Change 3364863 on 2017/03/25 by Max.Chen Sequencer: Fixed crash when deactivating a section in sequencer #jira UE-39880 Change 3364864 on 2017/03/25 by Max.Chen Sequencer: Integrating fix from licensee to ensure FVirtualTrackArea::HitTestSection checks the row of the section Change 3364865 on 2017/03/25 by Max.Chen Cine Camera: Default post process depth of field method to CircleDOF and use that setting in UpdateCameraLens. #jira UE-40621 Change 3364866 on 2017/03/25 by Max.Chen GitHub #3183: Conversion to base class is inaccessible. Change 3364869 on 2017/03/25 by Max.Chen Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The setting is only used to initialize the time snapping interval of the level sequence. Added translate keys with ctrl and left-right arrows. #jira UE-41009 #jira UE-41210 Change 3364870 on 2017/03/25 by Max.Chen Sequencer: Added translate keys with ctrl and left-right arrows. #jira UE-41210 Change 3364871 on 2017/03/25 by Max.Chen Sequencer: Add level sequence actor customization to open sequencer from the details panel. For matinee parity. #jira UE-41459 Change 3364879 on 2017/03/25 by Max.Chen Sequencer: Duplicate shot should put the duplicate on the next available row, keeping the start/end times the same. #jira UE-41289 Change 3364880 on 2017/03/25 by Max.Chen Sequencer: Opening the API for MovieSceneAudio-related classes along with some minor functionality additions: - Adding _API specifiers to MovieSceneAudioTrack, MovieSceneAudioSection, and FAudioTrackEditor so they can be subclassed in other modules. - Made GetSoundDuration function in MovieSceneAudioTrack.cpp a member function so it's functionaliy could be reused by subclasses. - Adding ability to specify delegates for OnQueueSubtitles, OnAudioFinished, and OnAudioPlaybackPercent in a MovieSceneAudioSection, and have them automatically assigned to any AudioComponents that are played by the MovieSceneAudioTemplate Change 3364884 on 2017/03/25 by Max.Chen Sequencer fbx import - Removed the PostRotation compensation as it was setuped for 3ds max. - On import, add a rotation to camera and light animation keys like we do on export. - Merge the component local transform with the ActorNode transform when exporting only one component that isn't the root component in fbx since we're not creating child nodes in that case. #jira UE-34692 Change 3364885 on 2017/03/25 by Max.Chen Sequence Recorder: Fix crash when clearing properties to record. #jira UE-41873 Change 3364886 on 2017/03/25 by Max.Chen Sequencer: Add error when attempting to add a circularly dependent level sequence #jira UE-22358 Change 3364890 on 2017/03/26 by Max.Chen Sequencer: Added ability to specify a 'notify' function to property instance bindings - When specified, the (parameterless) function will be called after a property is set Change 3364891 on 2017/03/26 by Max.Chen Sequencer: Various fixes to thumbnails - Fixed alpha blending being used when presenting the full screen quad for thumbnails Change 3364892 on 2017/03/26 by Max.Chen Sequencer: PreRoll and PostRoll is now exposed at the section level, for all sections - For the majority of sections this will be unimplemented, but it will allow for some tracks to set up their data ahead of time Change 3364896 on 2017/03/26 by Max.Chen Sequencer: Add segment flags to equality operator for movie scene evaluation segments - This prevents them from being accumulated into adjacent segments of the same index and forced time, but differing flags Change 3364897 on 2017/03/26 by Max.Chen Sequencer: Fixed "Evaluate in preroll" and "Evaluate in Postroll" options - Pre and postroll flags now come through on compiled segments, so the previous manual logic for sub sections is obsolete; we can just use the compiled segment data directly. Change 3364898 on 2017/03/26 by Max.Chen Sequencer: Moved track options to be accessible on all nodes, and operate on all selected tracks Change 3364902 on 2017/03/26 by Max.Chen Sequencer: Ensure evaluation flags are considered when compiling segments from external sequences - This ensures that preroll regions in sub sequences are correctly evaluated when their parent section has preroll - Changed high pass blending to always allow preroll Change 3364903 on 2017/03/26 by Max.Chen Engine: Moved proxy mesh transform update out of camera view computation code - GetCameraView can happen as part of end of frame updates, which will assert if any changes of transform happen during its processing Change 3364908 on 2017/03/26 by Max.Chen Sequencer: Added visualization of pre and postroll on sections Change 3364909 on 2017/03/26 by Max.Chen Sequencer: Prevent MovieSceneCompiler from removing preroll segments Change 3364910 on 2017/03/26 by Max.Chen Sequencer: MediaPlayer PreRoll/PostRoll fix - Handle PreRoll/PostRoll on sub scenes that have a start offset Change 3364922 on 2017/03/26 by Max.Chen Sequencer: Add check for valid property before dereferencing. #jira UE-40951 Change 3364923 on 2017/03/26 by Max.Chen Sequencer: Fix MovieScene preroll so that it seeks to the start correct frame before the preroll. Change 3364924 on 2017/03/26 by Max.Chen Sequencer - change default behavior for pre/post roll evaluation - MovieSceneTracks are NOT evaluated by default Change 3364925 on 2017/03/26 by Max.Chen Sequencer: Shot track rows now consider pre and post roll when being compiled Change 3364926 on 2017/03/26 by Max.Chen Sequencer: Added the ability to define shared execution tokens, identifyable with a unique identifier, and sortable based on a sort order (<=0: before standard tokens, >0: after other tokens) Change 3364927 on 2017/03/26 by Max.Chen Sequencer: Added the ability to selectively restore state for specific anim type IDs for a given object - This allows us to specifically restore one particular type of animation for a given object (ie, transform, skeletal animation control, or motion blur) Change 3364928 on 2017/03/26 by Max.Chen Sequencer: Fixed sub-sub tracks not being present in master sequences - In order to correctly handle preroll in inner-inner sequences, we need to have access to those tracks when compiling intermediate sub sections. By caching off all the inner templates, we can have access to these tracks to check whether they want to be evaluated in pre/post roll in the master sequence Change 3364937 on 2017/03/26 by Max.Chen Sequencer: Update cine camera component debug focus plane on tick, rather than in GetCameraView #jira UE-41332 Change 3364938 on 2017/03/26 by Max.Chen Sequencer: Fix crash inserting a level sequence with an invalid shot. #jira UE-41481 Change 3364940 on 2017/03/26 by Max.Chen Sequencer: Made handling of pre and post roll more consistent between explicit section pre/post roll and pre/post roll inherited from an outer sub section Change 3364942 on 2017/03/26 by Max.Chen Movie Scene Capture: Move EDL generation to setup instead of close to ensure it gets written out when capturing as a separate process. #jira UE-41703 Change 3364943 on 2017/03/26 by Max.Chen Sequencer: Prevent capturing movies in editor while a PIE session is running #jira UE-41399 Change 3364944 on 2017/03/26 by Max.Chen CIS fixes Change 3364951 on 2017/03/26 by Max.Chen Sequencer: Fix autokey not setting a keyframe for slate color with specified color. #jira UE-41645 Change 3364952 on 2017/03/26 by Max.Chen Sequencer: Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row #jira UE-41684 Change 3364953 on 2017/03/26 by Max.Chen Sequencer: Fix edl so that it doesn't write out when a shot is out of range. Also fixed not writing the EDL with the correct frame rate when exporting from the track. Reworked the cmx EDL so that its encoded in the same edit time space, including a blank slug at the beginning of the edit. #jira UE-41925 Change 3364954 on 2017/03/26 by Max.Chen Sequencer - Allow animating parameters on cascade effect components which aren't owned by an AEmitter. Change 3364955 on 2017/03/26 by Max.Chen Sequencer: Fixed sequencer anim instance not being used in the case where one was requested, but a different anim instance was already set This fixes an issue when rendering in seaprate process, animations that were set up to use the sequencer instance would be controlled using montage animation instead. Change 3364963 on 2017/03/26 by Max.Chen Sequencer: Fix filtering to include child nodes. #jira UE-42068 Change 3364964 on 2017/03/26 by Max.Chen Sequencer: Enable UseCustomStartFrame and UseCustomEndFrame when rendering a single shot from the menu. #jira UE-42021 Change 3364965 on 2017/03/26 by Max.Chen Sequencer: Set the fade color in the track display Change 3364966 on 2017/03/26 by Max.Chen Sequencer: Show actor attached to label in attach section. Change 3364967 on 2017/03/26 by Max.Chen Sequencer: Fix static analysis warnings Change 3364968 on 2017/03/26 by Max.Chen Sequencer: Fix crash on converting to spawnable. The previous implementation purported to allow null objects to set up spawnable defaults but it actually needed to compare the spawned object to the supported type. This new mechanism now allows the spawner to indicate that it accepts null objects and doesn't crash. #jira UE-42069 Change 3364969 on 2017/03/26 by Max.Chen Sequencer: Fixed crash caused by holding onto stale properties through a raw ptr #jira UE-42072 Change 3364977 on 2017/03/26 by Max.Chen Sequencer: Convert FLinearColor to FColor for fade. #jira UE-41990 Change 3364978 on 2017/03/26 by Max.Chen Sequencer: Limit GetAllSections to the sections that actually correspond to the track #jira UE-42167 Change 3364979 on 2017/03/26 by Max.Chen Sequencer: Filter root nodes too #jira UE-42068 Change 3364980 on 2017/03/26 by Max.Chen Sequencer: Filter relevant material parameters #jira UE-40712 Change 3364982 on 2017/03/26 by Max.Chen Sequencer: Remove audio range bounds which clamps to the section bounds (needed for evaluating in pre and post roll) Change 3364983 on 2017/03/26 by Max.Chen Sequencer: Add socket name to attach track section. Change 3364984 on 2017/03/26 by Max.Chen Sequencer: Fix sub track node deletion so that all the sub tracks aren't deleted, only the row being requested. #jira UE-40955 Change 3364988 on 2017/03/26 by Max.Chen Sequencer: Invalidate expired objects when blueprints are compiled. Fix actor references now handles sections that need to have their guids updated (ie. attach tracks). Change 3364994 on 2017/03/26 by Max.Chen Sequencer: Audio waveforms now show peak samples with smoothed RMS in the center - Audio row heights are now also resizable by dragging on the bottom end of the track lane in the track area view Change 3364995 on 2017/03/26 by Max.Chen UMG: Fix crash on undo #jira UE-42210 Change 3365000 on 2017/03/26 by Max.Chen Sequencer: Fix crash from GetCurrentValue. Change 3365001 on 2017/03/26 by Max.Chen Sequencer: Split "Snap to the Dragged Key" option into two options, pressed key and dragged key. #jira UE-42382 Change 3365002 on 2017/03/26 by Max.Chen Sequencer: Downgraded check to ensure for FMovieSceneEvalTemplateBase::GetScriptStructImpl() Change 3365003 on 2017/03/26 by Max.Chen Sequencer: Fixed section template script struct - Because the cpp is not parsed by UHT, the empty template had its parent struct, rather than its own - We now just return null, and handle empty segments correctly in the segment remapper as part of the track compilation Change 3365013 on 2017/03/26 by Max.Chen Sequencer: Added data validation on compiled template loads, and extra guards against misuse of movie scene types Change 3365014 on 2017/03/26 by Max.Chen Sequencer: Sequencer now re-evaluates when starting PIE or Simulate - This can be disabled by disabling "Bind Sequencer to PIE" and "Bind Sequencer to Simulate" in PIE advanced settings Change 3365015 on 2017/03/26 by Max.Chen Sequencer: Fix edl files so that they don't write out empty range shots Change 3365017 on 2017/03/26 by Max.Chen Sequencer: Set max tick rate when in game. #jira UE-41078 Change 3365018 on 2017/03/26 by Max.Chen Sequencer: When finishing a scrub, playback status is now correctly set to stopped rather than stepping - This fixes a hack that was previously in place from the old PostTickRenderFixup that caused it to run that step after scrubbing bad finished. This is no longer necessary, and actually breaks clicking to set the scrub position, as it now means that we step across the entire range between the previous and current time. Change 3365022 on 2017/03/26 by Max.Chen Sequencer: Insert shot now creates a shot at the current time and puts it on the next available row. #jira UE-41480, UE-27699 Change 3365023 on 2017/03/26 by Max.Chen Sequencer: Add loop selection range. If there is no selection range, loop mode is restricted to loop or no loop. #jira UE-42285 Change 3365029 on 2017/03/26 by Max.Chen Sequencer: Add hotkeys to set the selection range to the next and previous shot (page up, page down). Also, added hotkey to set the playback range to all the shots (end) Change 3365030 on 2017/03/26 by Max.Chen Sequencer: Fix particle system restore state so that it gets the proper initial active state of the particle system. #jira UE-42861, UE-42859 Change 3365031 on 2017/03/26 by Max.Chen Sequencer: Snap time when changing time snapping intervals. #jira UE-42590 Change 3365032 on 2017/03/26 by Max.Chen Sequencer: Add When Finished state to sections. By default, sections now restore state. #jira UE-41991, UE-31569 Change 3365033 on 2017/03/26 by Max.Chen #jira UE-42028 "DialogueWave playback calls OnQueueSubtitles multiple times" Only queue subtitles once per wave instance playback Change 3365041 on 2017/03/26 by Max.Chen Sequencer: Subscene hierarchical bias Tracks can now be prioritized based on their subscene hierarhical bias value. Higher bias values take precedence. #jira UE-42078 Change 3365042 on 2017/03/26 by Max.Chen Sequencer: Generic paste menu for master (root) tracks. Change 3365043 on 2017/03/26 by Max.Chen Sequencer: Hierarchical bias for level visibility track #jira UE-43024 Change 3365044 on 2017/03/26 by Max.Chen Sequencer: Prevent throttling on editing keys/sections. Change 3365045 on 2017/03/26 by Max.Chen Sequencer: Set sequencer audio components bIsUISound to false so that they don't continue playing when the game is paused. #jira UE-39391 Change 3365046 on 2017/03/26 by Max.Chen Sequencer: Add missing BindLevelEditorCommands() Change 3365049 on 2017/03/26 by Max.Chen Sequencer: Set tick prerequites for spawnables when they are spawned. #jira UE-43009 Change 3365050 on 2017/03/26 by Max.Chen Sequencer: Jump to Start and End of playback shortcuts. Rewind renamed to Jump to Start. Shortcut - up arrow. Jump to End Shortcut - ctrl up arrow. #jira UE-43224 Change 3365051 on 2017/03/26 by Max.Chen Sequencer: Add last range to playback Change 3365057 on 2017/03/26 by Max.Chen Sequencer: Fix master sequence subscene generation times. Change 3365058 on 2017/03/26 by Max.Chen Sequencer: Fix paste so that it doesn't paste both onto object nodes and master tracks. Change 3365059 on 2017/03/26 by Max.Chen Sequencer: Fix crash pasting audio track. Change 3365060 on 2017/03/26 by Max.Chen Sequencer: Cache player fade state so that restore state will return the values to the pre animated state. #jira UE-43313 Change 3365061 on 2017/03/26 by Max.Chen Sequencer: Filter hidden functions. This fixes a bug where the field of view property for a cinematic camera appears to be animatable. It should be hidden just like it is in the property editor. #jira UE-41461 Change 3365065 on 2017/03/26 by Max.Chen Sequencer: Support component hierarchies when drawing animation paths #jira UE-39500 Change 3365066 on 2017/03/26 by Max.Chen Sequencer: Refine pause behaviour in sequencer to always evaluate the next frame - This ensures that we get a full frame's worth of evaluation so that the paused frame is of a good quality (and avoids us evaluating a tiny range) Change 3365075 on 2017/03/26 by Max.Chen Sequencer: Fix add shot not setting next row. Change 3365076 on 2017/03/26 by Max.Chen Sequencer: Export MovieSceneTrackEditor #jira UE-41641 Change 3365472 on 2017/03/27 by Yannick.Lange VR Editor landscape. Back out changelist 3356071 with new proper fixes. CL 3356071 introduced another bug and it wasn't correct because of removing FLandscapeToolInteractorPosition. This changelist fixes the same and additional bugs for VREditor Landscape mode. - Fix when sculpting/painting the position wouldn't update. - Fix inverted action for brushes while holding down shift or modifier on motioncontroller. - Fix VREditor Landscape Texture Painting does not paint continuously - Fix having to press once on the landscape to see the visuals for landscape editing. - Removed Interactor parameter from BeginTool. #jira UE-42780, UE-42779 Change 3365497 on 2017/03/27 by Matt.Kuhlenschmidt Fix texture importing when an FBX file incorrectly reports absolute path as relative. First we try absolute, then we try fbx reported relative, then we try relative to parent FBX file. Change 3365498 on 2017/03/27 by Matt.Kuhlenschmidt Fix attempting to load a package in FBX scene import when the import path is empty. This greatly reduces FBX scene import time Change 3365504 on 2017/03/27 by Yannick.Lange VR Editor landscape fix ensure in when starting to paint/sculpt. Mousemove on tool should only be called when the tool is actually active, not when hovering. Change 3365551 on 2017/03/27 by Matt.Kuhlenschmidt PR #3425: Added Scrollbar customization to SComboBox (Contributed by Altrue) #jira UE-43338 Change 3365580 on 2017/03/27 by Matt.Kuhlenschmidt PR #3409: Add support for per-Category filtering in Output Log (Contributed by thagberg) Change 3365672 on 2017/03/27 by Andrew.Rodham Sequencer: Preanimated state producers can now produce null tokens - Doing so implies no preanimated state should be saved Change 3365791 on 2017/03/27 by Andrew.Rodham Sequencer: Added Material Parameter Collection track Change 3365806 on 2017/03/27 by Max.Chen Sequencer: Add option to instance sub sequences. #jira UE-43307 Change 3365822 on 2017/03/27 by Matt.Kuhlenschmidt Subdue the output log font color a bit Change 3365846 on 2017/03/27 by Jamie.Dale Added package redirection on load/find Change 3365852 on 2017/03/27 by Jamie.Dale Adding a way to mark a package as no longer missing Change 3365896 on 2017/03/27 by Jamie.Dale Adding GlobalNotification to Slate This is the guts of the GlobalEditorNotification, so it can be used by code that doesn't link to UnrealEd. Change 3365900 on 2017/03/27 by Jamie.Dale Prevent the default cooked sandbox from trying to read non-cooked assets Change 3366550 on 2017/03/27 by Max.Chen Sequencer: Fix case Change 3367301 on 2017/03/28 by Andrew.Rodham Tests: Added test actor with a variety of properties for testing purposes Change 3367303 on 2017/03/28 by Andrew.Rodham Tests: Enabled ActorSequenceEditor plugin in EngineTest project Change 3367304 on 2017/03/28 by Andrew.Rodham Tests: Added several functional testing maps for sequencer - SequencerTest_Properties - tests animating various property types - SequencerTest_Events - tests basic event triggering functionality (including additional event receivers and event ordering) - SequencerTest_BindingOverrides - tests overriding possessable and spawnable bindings, along with bindings in sub sequences - SequencerTest_ActorSequence - tests basic actor sequence functionality Change 3367465 on 2017/03/28 by Max.Chen Sequencer: Set Bind Sequencer to PIE off by default, Bind Sequencer to Simulate remains on by default. Change 3367515 on 2017/03/28 by Matt.Kuhlenschmidt Guard against visual studio accessor crash #jira UE-43368 Change 3368118 on 2017/03/28 by Alexis.Matte Fix the staticmesh conversion from 4.13. There was a error in the LOD loop we where not remapping the LOD 0. #jira UE-42731 Change 3368485 on 2017/03/28 by Alex.Delesky #jira UE-42207 - Updated SVN Binaries for MacOSX 64-bit: - Subversion 1.9.4 -> 1.9.5 - OpenSSL 1.0.2h -> 1.0.2k - BerkeleyDB 5.3.15 -> 6.2.23 - Java 8u101 -> 8u121 - Sqlite 3.13.0 -> 3.17.0 - Serf 1.3.8 -> 1.3.9 - Swig 3.0.10 -> 3.0.12 - ZLib 1.2.9 -> 1.2.11 Change 3368495 on 2017/03/28 by Alex.Delesky #jira UE-42207 - Updated SVN Binaries for Windows 64-bit: - Subversion 1.9.4 -> 1.9.5 - OpenSSL 1.0.2h -> 1.0.2k - BerkeleyDB 5.3.15 -> 6.2.23 - Java 8u101 -> 8u121 - Sqlite 3.13.0 -> 3.17.0 - Serf 1.3.8 -> 1.3.9 - Swig 3.0.10 -> 3.0.12 - ZLib 1.2.9 -> 1.2.11 Change 3368501 on 2017/03/28 by Alex.Delesky #jira UE-42207 - SVN Build instructions for Windows and Mac 64-bit libraries, and license files for Mac libraries Change 3368782 on 2017/03/28 by Nick.Darnell UMG - Improving some logging for fast widget creation. Change 3368826 on 2017/03/28 by Nick.Darnell Slate - Slate Application now maintains seperate tracking for each pointer being utilized for drag drop, so now multiple fingers on multiple widgets can now simultaneously be attempting a drag, however once one of them becomes successful, we clear all state of all other tracking since only one Drag Drop operation is possible at a time. Slate - bFoldTick is now removed from the codebase, we haven't supported the other (non-folded) code path for awhile, so there was no point in maintaining the switch. Slate - Users have noticed issues where the cursor does not appear when changing visibility (through toggling the way the cursor appears). This was rooted in how the OS requested cursor changes, WM_SETCURSOR on Windows only asks for new cursors when the mouse moves, but often cursors change just because mouse capture changes. So now the path has been centralized in Slate Tick to only handle the cursor changes in one place, and several places that need to refresh the cursor state, now set a flag to handle it on next tick. #jira UE-40486 Change 3368917 on 2017/03/28 by Arciel.Rekman Linux: allow building with clang 4.0. Change 3369074 on 2017/03/28 by Nick.Darnell UMG - Fixing some spelling on the hardware cursor tip. UMG - Changed some checks to ensure now that users can input the wrong data from the editor. Adding some clamping to the editor interface so that users are not tempted to enter incorrect hotspot ranges for their cursors. #jira UE-43419 #jira UE-43425 Change 3369137 on 2017/03/28 by Max.Chen Sequencer: Add given master track sets the outer to the movie scene. Change 3369360 on 2017/03/29 by Andrew.Rodham Sequencer: Reconciled 3349194 and 3365041 with animphys merge Change 3369410 on 2017/03/29 by Alexis.Matte Fix the select filename in the FileDialog "Desktop window platform" #jira UE-43319 Change 3369475 on 2017/03/29 by Nick.Darnell PR #3413: UE-37710: Proper scaling of WebBrowserViewport (Contributed by projectgheist) Modified - you can't use the clip rect to decide on how large you should be. #jira UE-37710 Change 3369775 on 2017/03/29 by Max.Chen ControlRig: Fix crash on exit. #jira UE-43411 Change 3370466 on 2017/03/29 by Nick.Darnell AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order. StreamableManager - Only showing the duplicate load error in debug builds, it's not a real error. #jira UE-43409 Change 3370570 on 2017/03/29 by Nick.Darnell Slate - Fixing a bug with ZOrder being discarded on the SOverlay Slot. #jira UE-43431 Change 3370644 on 2017/03/29 by Andrew.Rodham Temporarily disabling sequencer functional test "Event Position" Change 3370713 on 2017/03/29 by Nick.Darnell PR #3399: UE-42831: Anchor text ignores scale (Contributed by projectgheist) #jira UE-43156 #jira UE-42831 Change 3371243 on 2017/03/30 by Arciel.Rekman Linux: scale OS allocation pool to match memory size. - Number of distinct VMAs (contiguous virtual memory areas, i.e. mappings done via mmap()) is rather low (~64k) and we can run out of VMAs earlier than we will run into available memory. Larger pool makes this less likely. Change 3371262 on 2017/03/30 by Arciel.Rekman Linux: fix custom present. - PR #3383 contributed by yaakuro. Change 3371301 on 2017/03/30 by Arciel.Rekman Linux: fix copying to a non-existent directory during Setup. Change 3371307 on 2017/03/30 by Andrew.Rodham Editor: Added "Resave All" functionality to content browser folders Change 3371364 on 2017/03/30 by Andrew.Rodham Sequencer: Level streaming improvements - Tick prerequisites are now set up when any object binding is resolved, not at the start of the sequence. This unifies code between spawnables and possessables, and allows tick prerequisites to still be set up when levels are streamed in - Actor references are no longer resolved when a PIEInstance is specified on the package, and it cannot be fixed up to a different ptr than the original. This stops us resolving actors from one world into another. - Fixed level visibility request getting cleared when the cumulative total was 0 (it should only do this if there are no requests left) #jira UE-43225 Change 3371365 on 2017/03/30 by Andrew.Rodham Tests: Sequencer level streaming tests Change 3371493 on 2017/03/30 by Nick.Darnell PR #3408: UE-19980: Added FCanExecuteAction to prevent keyboard shortcut. (Contributed by projectgheist) Change 3371524 on 2017/03/30 by Nick.Darnell PR #2938: Minor UMG code fixups (Contributed by projectgheist), accepted most of the changes. Change 3371545 on 2017/03/30 by Nick.Darnell UMG - Fixing some minor issues with WidgetComponents not properly limiting input depending on what is supported with reguard to hardware input. Change 3371576 on 2017/03/30 by Matt.Kuhlenschmidt PR #3433: Fix for the Standalone D3D Slate Shader using the wrong value for the. (Contributed by megasjay) Change 3371590 on 2017/03/30 by Nick.Darnell UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. Change 3371625 on 2017/03/30 by Alexis.Matte Fix the merge tool material id assignment #jira UE-43246 Change 3371666 on 2017/03/30 by Nick.Darnell UMG - Reducing logging, don't need to tell everyone all the time we're using the fast widget path. Change 3371687 on 2017/03/30 by Arciel.Rekman Linux: switch to new managed filehandles. Change 3371778 on 2017/03/30 by Matt.Kuhlenschmidt Fixed the animation to play property on skeletal meshes being too small to read anything #jira UE-43327 Change 3372709 on 2017/03/30 by Matt.Kuhlenschmidt Made slate loading widget / movie play back more thread safe by eliminating Slate applicaiton or the main window from being ticked directly on another thread. We now have a separate virtual window for ticking and painting the loading screen widgets in isolation Change 3372757 on 2017/03/30 by Nick.Darnell Paragon - Fixing cases where people were using PostLoad() where really it should have done when the widget was constructed or created. This is a side effect of the FastWidget creation path 'PostLoad()' is not called on newly constructed widgets, though it did before because part of duplicating the WidgetTree, required serialization, which would have called it. Change 3372777 on 2017/03/30 by Nick.Darnell Fixing fast widget template cooking so that it does the same logic as Initialize did, centralizing the code to find the first widgetblueprintclass. Change 3372949 on 2017/03/30 by Nick.Darnell UMG - Fixing some cooking crashes for the super class. Change 3373139 on 2017/03/30 by Jeff.Farris Added TimingPolicy option to WidgetComponent, so widgets can optionally tick in game time rather than real time. (Copy of CL 3279699 from Robo Recall to Dev-Editor) Change 3373235 on 2017/03/30 by Nick.Darnell Fixing a cooking issue, accidentally removed code that was properly loading some needed assets. Change 3373266 on 2017/03/30 by Matt.Kuhlenschmidt Made GetMoviePlayer thread safe. Simply accessing GetMoviePlayer is safe now as is checking IsLoadingFinished. However, most of the functions on movie player are only safe from the game thread! Change 3374026 on 2017/03/31 by Andrew.Rodham Sequencer: Moved evaluation group registration to IMovieSceneModule #jira UE-43420 Change 3374060 on 2017/03/31 by Yannick.Lange VR Editor: Collision on motion controllers in simulate. Change 3374185 on 2017/03/31 by Nick.Darnell Attempting to fix the build. Change 3374232 on 2017/03/31 by Max.Chen Sequencer: Fix audio not playing in editor #jira UE-43514 Change 3374322 on 2017/03/31 by Nick.Darnell UMG - SafeZone widget now has comments, and useful tips. Using the debugging console commands now trigger the broadcast that will cause controls like the SSafeZone widget to resample the display metrics to learn the new safezone ratio. Change 3374424 on 2017/03/31 by Max.Chen Updated test content so that the door animation is now set to "Keep State" for the When Finished property. #jira UE-43519 Change 3374447 on 2017/03/31 by Max.Chen Sequencer: Notify streaming system prior to camera cuts By default, this does nothing. Users will need to enable the preroll section of camera cuts for the streaming system to activate prior to cutting to cameras. #jira UE-42406 Change 3374571 on 2017/03/31 by Andrew.Rodham Sequencer: Unified global and object-bound pre animated state, added InitializeObjectForAnimation method to state producers Change 3374578 on 2017/03/31 by Andrew.Rodham Sequencer: Added unit tests for pre-animated state Change 3374592 on 2017/03/31 by Max.Chen Color Customization: Set curve color names. #jira UE-43405 Change 3374596 on 2017/03/31 by Andrew.Rodham Corrected documentation comment Change 3374671 on 2017/03/31 by Matt.Kuhlenschmidt Fix movie scene audio track not compiling outside of editor Change 3374689 on 2017/03/31 by Matt.Kuhlenschmidt Remove the slate thread masquerading as the game thread in IsInGameThread Change 3374730 on 2017/03/31 by Max.Chen Sequencer: Add check for null loaded level. Change 3374732 on 2017/03/31 by Max.Chen Sequencer: Remove null tracks on postload. Change 3374737 on 2017/03/31 by tim.gautier - Updated UMG_Optimization: Adjusted Variable names to resolve compile errors due to Widget Components and Variables sharing names (cannot be done with new compile improvements) - Set Level Blueprint for TM-UMG back to AllPalettes Change 3374987 on 2017/03/31 by Nick.Darnell UMG - Introducing a way to inform the widgets more information about the designer. There's now a DesignerChanged event sent to all design time widgets letting them know things like the current screen size and DPI scale. UMG - The SafeZone widget will now show the correct safe zone amount if you use the safezone command line options, which are now documented in the comment for the USafeZone class. Change 3375599 on 2017/03/31 by Max.Chen Cine Camera: Update camera debug plane when property changes, rather rely soley on tick. This fixes a bug where sliding the value on the details panel doesn't update the debug plane in the viewport simultaneously. #jira UE-43543 Change 3375601 on 2017/03/31 by Arciel.Rekman Linux: switch to v9 cross-toolchain. Change 3375856 on 2017/04/01 by Andrew.Rodham Sequencer: Fixed 'formal parameter with requested alignment of 16 won't be aligned' Change 3375870 on 2017/04/01 by Andrew.Rodham Sequencer: Fixed explicit template instantiation ocurring before the complete definition of type's members - This resulted such members not being instantiated (and hence exported) when compiled with clang Change 3376114 on 2017/04/02 by Arciel.Rekman Linux: make source code accessor aware of clang 3.9 and 4.0. Change 3376138 on 2017/04/02 by Arciel.Rekman Linux: add clang to fedora deps (UE-42123). - PR #3273 submitted by cpyarger. Change 3376159 on 2017/04/02 by Arciel.Rekman Linux: some support for building on Debian Sid or Stretch (UE-35841). - Basd on PR #2790 by haimat. Change 3376163 on 2017/04/02 by Arciel.Rekman Linux: install latest clang on Arch (UE-42341). - This undoes PR #1905. - PR #2897 by SiebenCorgie. - PR #3302 by awesomeness872. - PR #3341 by patrickelectric. Change 3376167 on 2017/04/02 by Arciel.Rekman Add FreeBSD mem info (courtesy support for the out of tree build) (UE-42994). - PR #3378 by mdcasey. Change 3376168 on 2017/04/02 by Arciel.Rekman Linux: fixed VHACD Makefile on a case sensitive fs (UE-42905). - PR #3381 by slonopotamus. Change 3376177 on 2017/04/02 by Arciel.Rekman SlateDlg: case-insensitive comparison of filter extensions (UE-39477). - PR #3019 by aknarts. Change 3376178 on 2017/04/02 by Arciel.Rekman WebRTC: only x86_64 version exists for Linux. Change 3376245 on 2017/04/03 by Andrew.Rodham Sequencer: Re-enabled event order test Change 3376339 on 2017/04/03 by Matt.Kuhlenschmidt Fix crash during loading movie playback on DX12 due to not ever cleaning up old resources #jira UE-27026 Change 3376481 on 2017/04/03 by Alex.Delesky #jira UE-43495 - TMaps will now support customized key properties correctly. Change 3376741 on 2017/04/03 by Matt.Kuhlenschmidt Fix crash flushing font cache when loading a movie. This is no longer save on the slate movie thread #jira UE-43567 Change 3376763 on 2017/04/03 by Shaun.Kime Material Reroute nodes do not work for Texture Object Parameters as they return a base output type. Modified logic to now support this node type. #jira UE-43521 Change 3376836 on 2017/04/03 by Jamie.Dale Fixed text format history being clobbered by reference collection #jira UE-37513 Change 3376852 on 2017/04/03 by Nick.Darnell Paragon - Found a case where a user had marked a BindWidget property as Transient which prevents serializing the property binding now for widget fast mode. #jira UE-43564 Change 3377207 on 2017/04/03 by Jamie.Dale Desktop platform directory pickers are expected to return absolute paths File pickers return relative paths though, and we should make this consistent at some point. #jira UE-43588 Change 3377214 on 2017/04/03 by Matt.Kuhlenschmidt Fix movie player shutdown crash in non-editor builds #jira UE-43577 Change 3377299 on 2017/04/03 by Michael.Dupuis #jira UE-43586 : properties should be non transactional #jira UE-43559 Change 3378333 on 2017/04/04 by Michael.Dupuis #jira UE-43585 #jira UE-43586 Revert back to purple color Change 3378633 on 2017/04/04 by Matt.Kuhlenschmidt Resaved this asset to avoid zero engine version warnings Change 3378958 on 2017/04/04 by Nick.Darnell Automation - Fixing the race condition to finish compiling shaders on screenshots for UI. [CL 3379345 by Matt Kuhlenschmidt in Main branch]
2017-04-04 15:35:21 -04:00
virtual bool BeginTool(FEditorViewportClient* ViewportClient, const FLandscapeToolTarget& Target, const FVector& InHitLocation) override
{
if (NumPoints < 2)
{
Points[NumPoints] = InHitLocation;
SelectedPoint = NumPoints;
NumPoints++;
bMovingPoint = true;
GLevelEditorModeTools().SetWidgetMode(UE::Widget::WM_Translate);
}
else
{
if (SelectedPoint != INDEX_NONE)
{
Points[SelectedPoint] = InHitLocation;
bMovingPoint = true;
GLevelEditorModeTools().SetWidgetMode(UE::Widget::WM_Translate);
}
}
GUnrealEd->RedrawLevelEditingViewports();
return true;
}
virtual void EndTool(FEditorViewportClient* ViewportClient) override
{
bMovingPoint = false;
}
virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 x, int32 y) override
{
if (bMovingPoint)
{
if (!Viewport->KeyState(EKeys::LeftMouseButton))
{
bMovingPoint = false;
return false;
}
FVector HitLocation;
if (EdMode->LandscapeMouseTrace(ViewportClient, x, y, HitLocation))
{
if (NumPoints == 1)
{
SelectedPoint = NumPoints;
NumPoints++;
}
Points[SelectedPoint] = HitLocation;
GUnrealEd->RedrawLevelEditingViewports();
}
return true;
}
return false;
}
virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) override
{
if (InKey == EKeys::Enter && InEvent == IE_Pressed)
{
if (CanApplyRamp())
{
ApplyRamp();
}
}
if (InKey == EKeys::Escape && InEvent == IE_Pressed)
{
ResetRamp();
}
// Handle clicking on points to select them and drag them around
if (InKey == EKeys::LeftMouseButton)
{
if (InEvent == IE_Pressed)
{
if (!InViewport->KeyState(EKeys::MiddleMouseButton) && !InViewport->KeyState(EKeys::RightMouseButton) && !IsAltDown(InViewport) && InViewportClient->GetCurrentWidgetAxis() == EAxisList::None)
{
HHitProxy* HitProxy = InViewport->GetHitProxy(InViewport->GetMouseX(), InViewport->GetMouseY());
if (HitProxy && HitProxy->IsA(HLandscapeRampToolPointHitProxy::StaticGetType()))
{
HLandscapeRampToolPointHitProxy* PointHitProxy = (HLandscapeRampToolPointHitProxy*)HitProxy;
SelectedPoint = PointHitProxy->Point;
GLevelEditorModeTools().SetWidgetMode(UE::Widget::WM_Translate);
GUnrealEd->RedrawLevelEditingViewports();
bMovingPoint = true;
return true;
}
}
return false;
}
else if (InEvent == IE_Released)
{
bMovingPoint = false;
return false;
}
}
if (InKey == EKeys::End && InEvent == IE_Pressed)
{
if (SelectedPoint != INDEX_NONE)
{
const int32 MinX = FMath::FloorToInt(Points[SelectedPoint].X);
const int32 MinY = FMath::FloorToInt(Points[SelectedPoint].Y);
const int32 MaxX = MinX + 1;
const int32 MaxY = MinY + 1;
FLandscapeEditDataInterface LandscapeEdit(EdMode->CurrentToolTarget.LandscapeInfo.Get());
TArray<uint16> Data;
Data.AddZeroed(4);
int32 ValidMinX = MinX;
int32 ValidMinY = MinY;
int32 ValidMaxX = MaxX;
int32 ValidMaxY = MaxY;
LandscapeEdit.GetHeightData(ValidMinX, ValidMinY, ValidMaxX, ValidMaxY, Data.GetData(), 0);
if (ValidMaxX - ValidMinX != 1 && ValidMaxY - ValidMinY != 1)
{
// If we didn't read 4 values then we're partly off the edge of the landscape
return true;
}
checkSlow(ValidMinX == MinX);
checkSlow(ValidMinY == MinY);
checkSlow(ValidMaxX == MaxX);
checkSlow(ValidMaxY == MaxY);
Points[SelectedPoint].Z = (FMath::BiLerp<float>(Data[0], Data[1], Data[2], Data[3], FMath::Frac(Points[SelectedPoint].X), FMath::Frac(Points[SelectedPoint].Y)) - LandscapeDataAccess::MidValue) * LANDSCAPE_ZSCALE;
return true;
}
}
// Change Ramp Width
if ((InEvent == IE_Pressed || InEvent == IE_Repeat) && (InKey == EKeys::LeftBracket || InKey == EKeys::RightBracket))
{
const float OldValue = EdMode->UISettings->RampWidth;
const float SliderMin = 0.0f;
const float SliderMax = 8192.0f;
const float Diff = 0.05f;
float NewValue;
if (InKey == EKeys::LeftBracket)
{
NewValue = OldValue - OldValue * Diff;
NewValue = FMath::Min(NewValue, OldValue - 1.0f);
}
else
{
NewValue = OldValue + OldValue * Diff;
NewValue = FMath::Max(NewValue, OldValue + 1.0f);
}
NewValue = FMath::RoundToFloat(FMath::Clamp(NewValue, SliderMin, SliderMax));
EdMode->UISettings->RampWidth = NewValue;
return true;
}
return false;
}
virtual bool InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) override
{
if (SelectedPoint != INDEX_NONE && InViewportClient->GetCurrentWidgetAxis() != EAxisList::None)
{
const ALandscapeProxy* LandscapeProxy = EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
const FTransform LandscapeToWorld = LandscapeProxy->LandscapeActorToWorld();
Points[SelectedPoint] += LandscapeToWorld.InverseTransformVector(InDrag);
return true;
}
return false;
}
virtual void Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) override
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to 2874930) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2868448 on 2016/02/16 by Mark.Satterthwaite Bring MetalRHI & MetalShaderFormat mostly up to Dev-Platform CL #2867146 to address JIRA UE-26181 and as the first part of addressing JIRA UE-23208. Only CL #2854142 has been omitted for compatibility with the 4.11 branch. #jira UE-26181 Change 2868454 on 2016/02/16 by Mark.Satterthwaite Shader changes necessary to properly fix Mobile Preview under Mac Metal (JIRA UE-23208) - Mac ES 3.1 doesn't support framebuffer fetch & is in fact a Mobile Emulation shader platform. #jira UE-23208 Change 2868650 on 2016/02/16 by Matthew.Griffin Allow Developer modules to be pre-compiled when the target is editor. #jira UE-26802 Change 2868859 on 2016/02/16 by Nick.Whiting Merging StereoPanorama fixes from Main to Release-4.11 (CL 2811839) #jira UE-25066 Change 2868927 on 2016/02/16 by Mieszko.Zielinski Fixed some regular-use crashes in LogVisualizer #UE4 #rb Lukasz.Furman #jira UE-27003 Change 2868994 on 2016/02/16 by Lina.Halper Fix refresh UI issue with remove joint #jira : UE-26529 #rb: Martin.Wilson Change 2868996 on 2016/02/16 by Lina.Halper Fix node stop working when negative value of LODThreshold #jira: UE-26828 #rb:Martin.Wilson Change 2868998 on 2016/02/16 by Lina.Halper Fix with crash when invalid index has entered #jira : UE-26715 #rb : Martin.Wilson Change 2869003 on 2016/02/16 by Ori.Cohen - Fix thread safety issue when cloth child collision or environment collision is used. - Fix cloth bounds growing when stale transform data is used. #JIRA OR-14990 #rb James.Golding Change 2869109 on 2016/02/16 by mason.seay Updated test assets for Restitution testing #jira UE-24473 Change 2869223 on 2016/02/16 by Taizyd.Korambayil #jira UE-19083 Disabled LOD on SkySphere BP Change 2869558 on 2016/02/16 by Dan.Oconnor Conservative fix for crash that occurs when adding a weak object ptr to an array of object ptrs in a blueprint #jira UE-25893 Change 2869891 on 2016/02/17 by Thomas.Sarkanen Fix crash when re-compiling anim BPs that are dependencies of 'parent' Blueprints Force a re-initialzation of nodes when initializing the whole anim instance. The bInitialized flag was intended as a runtime optimization - we assume our function will not change for the lifetime of the UAnimInstance. While parts of the graph will be re-initialized we dont need to re-acquire our UFunction ptrs (etc.) unless the whole instance is getting re-initialized. #rb Martin.Wilson #jira UE-26642 - Switch Skeletal Mesh node crashes the editor if the blueprint is compiled. Change 2869956 on 2016/02/17 by Tim.Hobson #Jira UE-26550 - Added three new icons for Arrow, Locked, and Unlocked per request from IanS. Change 2869965 on 2016/02/17 by Gareth.Martin Fix check() being hit when loading KiteDemo x1_y1 (and other old foliage maps) #jira UE-26930 Change 2870007 on 2016/02/17 by Richard.TalbotWatkin Merging from //UE4/Dev-Editor CL 2867609 Fixed auto-generation of unique object/package names when duplicating, so they generate the same names if they the source object was named the same as its package. #jira UE-25769 - Crash when Copy+Pasting numbered umaps in the content browser #RB Bob.Tellez Change 2870072 on 2016/02/17 by Michael.Schoell Level Blueprints will no longer preload newly created Blueprints that they reference when they are reloaded. #jira UE-23637 - Use of Blueprint delegate in sub-level script causes errors on startup Change 2870087 on 2016/02/17 by Matthew.Griffin Removed Android and IOS from list of platforms to build only for UnrealMatch3, so that they can be cooked and packaged correctly. Change 2870141 on 2016/02/17 by mason.seay Test content for Copy Pose From Mesh #jira UE-24473 Change 2870195 on 2016/02/17 by Mieszko.Zielinski PR #2052: Added missing Super::BeginPlay() (Contributed by Skylonxe) #jira UE-26915 Change 2870325 on 2016/02/17 by Steve.Robb [CL 2882948 by Matthew Griffin in Main branch]
2016-02-26 05:49:37 -05:00
// The editor can try to render the tool before the UpdateLandscapeEditorData command runs and the landscape editor realizes that the landscape has been hidden/deleted
const ALandscapeProxy* LandscapeProxy = EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy && NumPoints > 0)
{
const FTransform LandscapeToWorld = LandscapeProxy->LandscapeActorToWorld();
const FLinearColor SelectedSpriteColor = FLinearColor::White + (GEngine->GetSelectedMaterialColor() * GEngine->SelectionHighlightIntensity * 10);
FVector WorldPoints[2];
for (int32 i = 0; i < NumPoints; i++)
{
WorldPoints[i] = LandscapeToWorld.TransformPosition(Points[i]);
}
float SpriteScale = EdMode->UISettings->RampWidth / 4;
if (NumPoints > 1)
{
SpriteScale = FMath::Min(SpriteScale, (WorldPoints[1] - WorldPoints[0]).Size() / 2);
}
SpriteScale = FMath::Clamp<float>(SpriteScale, 10, 500);
for (int32 i = 0; i < NumPoints; i++)
{
const FLinearColor SpriteColor = (i == SelectedPoint) ? SelectedSpriteColor : FLinearColor::White;
PDI->SetHitProxy(new HLandscapeRampToolPointHitProxy(i));
PDI->DrawSprite(WorldPoints[i],
SpriteScale,
SpriteScale,
SpriteTexture->GetResource(),
SpriteColor,
SDPG_Foreground,
0, SpriteTexture->GetResource()->GetSizeX(),
0, SpriteTexture->GetResource()->GetSizeY(),
SE_BLEND_Masked);
}
PDI->SetHitProxy(NULL);
if (NumPoints == 2)
{
const FVector Side = FVector::CrossProduct(Points[1] - Points[0], FVector(0, 0, 1)).GetSafeNormal2D();
FVector InnerSide = Side * (EdMode->UISettings->RampWidth * 0.5f * (1 - EdMode->UISettings->RampSideFalloff));
FVector OuterSide = Side * (EdMode->UISettings->RampWidth * 0.5f);
InnerSide = LandscapeToWorld.TransformVectorNoScale(InnerSide);
OuterSide = LandscapeToWorld.TransformVectorNoScale(OuterSide);
FVector InnerVerts[2][2];
InnerVerts[0][0] = WorldPoints[0] - InnerSide;
InnerVerts[0][1] = WorldPoints[0] + InnerSide;
InnerVerts[1][0] = WorldPoints[1] - InnerSide;
InnerVerts[1][1] = WorldPoints[1] + InnerSide;
FVector OuterVerts[2][2];
OuterVerts[0][0] = WorldPoints[0] - OuterSide;
OuterVerts[0][1] = WorldPoints[0] + OuterSide;
OuterVerts[1][0] = WorldPoints[1] - OuterSide;
OuterVerts[1][1] = WorldPoints[1] + OuterSide;
// Left
DrawDashedLine(PDI, OuterVerts[0][0], OuterVerts[1][0], FColor::White, 50, SDPG_Foreground);
// Center
DrawDashedLine(PDI, InnerVerts[0][0], InnerVerts[0][1], FColor::White, 50, SDPG_Foreground);
PDI->DrawLine(InnerVerts[0][0], InnerVerts[0][1], FLinearColor::White, SDPG_World);
DrawDashedLine(PDI, InnerVerts[0][0], InnerVerts[1][0], FColor::White, 50, SDPG_Foreground);
PDI->DrawLine(InnerVerts[0][0], InnerVerts[1][0], FLinearColor::White, SDPG_World);
DrawDashedLine(PDI, InnerVerts[0][1], InnerVerts[1][1], FColor::White, 50, SDPG_Foreground);
PDI->DrawLine(InnerVerts[0][1], InnerVerts[1][1], FLinearColor::White, SDPG_World);
DrawDashedLine(PDI, InnerVerts[1][0], InnerVerts[1][1], FColor::White, 50, SDPG_Foreground);
PDI->DrawLine(InnerVerts[1][0], InnerVerts[1][1], FLinearColor::White, SDPG_World);
// Right
DrawDashedLine(PDI, OuterVerts[0][1], OuterVerts[1][1], FColor::White, 50, SDPG_Foreground);
}
}
}
virtual bool OverrideSelection() const override
{
return true;
}
virtual bool IsSelectionAllowed(AActor* InActor, bool bInSelection) const override
{
// Only filter selection not deselection
if (bInSelection)
{
return false;
}
return true;
}
virtual bool UsesTransformWidget() const override
{
if (SelectedPoint != INDEX_NONE)
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to 2874930) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2868448 on 2016/02/16 by Mark.Satterthwaite Bring MetalRHI & MetalShaderFormat mostly up to Dev-Platform CL #2867146 to address JIRA UE-26181 and as the first part of addressing JIRA UE-23208. Only CL #2854142 has been omitted for compatibility with the 4.11 branch. #jira UE-26181 Change 2868454 on 2016/02/16 by Mark.Satterthwaite Shader changes necessary to properly fix Mobile Preview under Mac Metal (JIRA UE-23208) - Mac ES 3.1 doesn't support framebuffer fetch & is in fact a Mobile Emulation shader platform. #jira UE-23208 Change 2868650 on 2016/02/16 by Matthew.Griffin Allow Developer modules to be pre-compiled when the target is editor. #jira UE-26802 Change 2868859 on 2016/02/16 by Nick.Whiting Merging StereoPanorama fixes from Main to Release-4.11 (CL 2811839) #jira UE-25066 Change 2868927 on 2016/02/16 by Mieszko.Zielinski Fixed some regular-use crashes in LogVisualizer #UE4 #rb Lukasz.Furman #jira UE-27003 Change 2868994 on 2016/02/16 by Lina.Halper Fix refresh UI issue with remove joint #jira : UE-26529 #rb: Martin.Wilson Change 2868996 on 2016/02/16 by Lina.Halper Fix node stop working when negative value of LODThreshold #jira: UE-26828 #rb:Martin.Wilson Change 2868998 on 2016/02/16 by Lina.Halper Fix with crash when invalid index has entered #jira : UE-26715 #rb : Martin.Wilson Change 2869003 on 2016/02/16 by Ori.Cohen - Fix thread safety issue when cloth child collision or environment collision is used. - Fix cloth bounds growing when stale transform data is used. #JIRA OR-14990 #rb James.Golding Change 2869109 on 2016/02/16 by mason.seay Updated test assets for Restitution testing #jira UE-24473 Change 2869223 on 2016/02/16 by Taizyd.Korambayil #jira UE-19083 Disabled LOD on SkySphere BP Change 2869558 on 2016/02/16 by Dan.Oconnor Conservative fix for crash that occurs when adding a weak object ptr to an array of object ptrs in a blueprint #jira UE-25893 Change 2869891 on 2016/02/17 by Thomas.Sarkanen Fix crash when re-compiling anim BPs that are dependencies of 'parent' Blueprints Force a re-initialzation of nodes when initializing the whole anim instance. The bInitialized flag was intended as a runtime optimization - we assume our function will not change for the lifetime of the UAnimInstance. While parts of the graph will be re-initialized we dont need to re-acquire our UFunction ptrs (etc.) unless the whole instance is getting re-initialized. #rb Martin.Wilson #jira UE-26642 - Switch Skeletal Mesh node crashes the editor if the blueprint is compiled. Change 2869956 on 2016/02/17 by Tim.Hobson #Jira UE-26550 - Added three new icons for Arrow, Locked, and Unlocked per request from IanS. Change 2869965 on 2016/02/17 by Gareth.Martin Fix check() being hit when loading KiteDemo x1_y1 (and other old foliage maps) #jira UE-26930 Change 2870007 on 2016/02/17 by Richard.TalbotWatkin Merging from //UE4/Dev-Editor CL 2867609 Fixed auto-generation of unique object/package names when duplicating, so they generate the same names if they the source object was named the same as its package. #jira UE-25769 - Crash when Copy+Pasting numbered umaps in the content browser #RB Bob.Tellez Change 2870072 on 2016/02/17 by Michael.Schoell Level Blueprints will no longer preload newly created Blueprints that they reference when they are reloaded. #jira UE-23637 - Use of Blueprint delegate in sub-level script causes errors on startup Change 2870087 on 2016/02/17 by Matthew.Griffin Removed Android and IOS from list of platforms to build only for UnrealMatch3, so that they can be cooked and packaged correctly. Change 2870141 on 2016/02/17 by mason.seay Test content for Copy Pose From Mesh #jira UE-24473 Change 2870195 on 2016/02/17 by Mieszko.Zielinski PR #2052: Added missing Super::BeginPlay() (Contributed by Skylonxe) #jira UE-26915 Change 2870325 on 2016/02/17 by Steve.Robb [CL 2882948 by Matthew Griffin in Main branch]
2016-02-26 05:49:37 -05:00
// The editor can try to render the transform widget before the landscape editor ticks and realizes that the landscape has been hidden/deleted
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
const ALandscapeProxy* LandscapeProxy = EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy)
{
return true;
}
}
return false;
}
virtual EAxisList::Type GetWidgetAxisToDraw(UE::Widget::EWidgetMode CheckMode) const override
{
if (SelectedPoint != INDEX_NONE)
{
if (CheckMode == UE::Widget::WM_Translate)
{
return EAxisList::XYZ;
}
else
{
return EAxisList::None;
}
}
return EAxisList::None;
}
virtual FVector GetWidgetLocation() const override
{
if (SelectedPoint != INDEX_NONE)
{
const ALandscapeProxy* LandscapeProxy = EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
if (LandscapeProxy)
{
const FTransform LandscapeToWorld = LandscapeProxy->LandscapeActorToWorld();
return LandscapeToWorld.TransformPosition(Points[SelectedPoint]);
}
}
return FVector::ZeroVector;
}
virtual FMatrix GetWidgetRotation() const override
{
if (SelectedPoint != INDEX_NONE)
{
const ALandscapeProxy* LandscapeProxy = EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902) ========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
if (LandscapeProxy)
{
const FTransform LandscapeToWorld = LandscapeProxy->LandscapeActorToWorld();
return FQuatRotationTranslationMatrix(LandscapeToWorld.GetRotation(), FVector::ZeroVector);
}
}
return FMatrix::Identity;
}
virtual void ApplyRamp()
{
FText Reason;
if (!EdMode->CanEditLayer(&Reason))
{
FMessageDialog::Open(EAppMsgType::Ok, Reason);
return;
}
FScopedTransaction Transaction(LOCTEXT("Ramp_Apply", "Landscape Editing: Add ramp"));
ALandscape* Landscape = EdMode->GetLandscape();
FScopedSetLandscapeEditingLayer Scope(Landscape, EdMode->GetCurrentLayerGuid(), [&] { if (Landscape) { Landscape->RequestLayersContentUpdate(ELandscapeLayerUpdateMode::Update_Heightmap_All); } });
const ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
const ALandscapeProxy* LandscapeProxy = LandscapeInfo->GetLandscapeProxy();
const FTransform LandscapeToWorld = LandscapeProxy->LandscapeActorToWorld();
const FVector2D Side = FVector2D(FVector::CrossProduct(Points[1] - Points[0], FVector(0,0,1))).GetSafeNormal();
const FVector2D InnerSide = Side * (EdMode->UISettings->RampWidth * 0.5f * (1 - EdMode->UISettings->RampSideFalloff)) / LandscapeToWorld.GetScale3D().X;
const FVector2D OuterSide = Side * (EdMode->UISettings->RampWidth * 0.5f) / LandscapeToWorld.GetScale3D().X;
FVector2D InnerVerts[2][2];
InnerVerts[0][0] = FVector2D(Points[0]) - InnerSide;
InnerVerts[0][1] = FVector2D(Points[0]) + InnerSide;
InnerVerts[1][0] = FVector2D(Points[1]) - InnerSide;
InnerVerts[1][1] = FVector2D(Points[1]) + InnerSide;
FVector2D OuterVerts[2][2];
OuterVerts[0][0] = FVector2D(Points[0]) - OuterSide;
OuterVerts[0][1] = FVector2D(Points[0]) + OuterSide;
OuterVerts[1][0] = FVector2D(Points[1]) - OuterSide;
OuterVerts[1][1] = FVector2D(Points[1]) + OuterSide;
float Heights[2];
Heights[0] = Points[0].Z * LANDSCAPE_INV_ZSCALE + LandscapeDataAccess::MidValue;
Heights[1] = Points[1].Z * LANDSCAPE_INV_ZSCALE + LandscapeDataAccess::MidValue;
int32 MinX = FMath::CeilToInt(FMath::Min(FMath::Min(OuterVerts[0][0].X, OuterVerts[0][1].X), FMath::Min(OuterVerts[1][0].X, OuterVerts[1][1].X))) - 1; // +/- 1 to make sure we have enough data for calculating correct normals
int32 MinY = FMath::CeilToInt(FMath::Min(FMath::Min(OuterVerts[0][0].Y, OuterVerts[0][1].Y), FMath::Min(OuterVerts[1][0].Y, OuterVerts[1][1].Y))) - 1;
int32 MaxX = FMath::FloorToInt(FMath::Max(FMath::Max(OuterVerts[0][0].X, OuterVerts[0][1].X), FMath::Max(OuterVerts[1][0].X, OuterVerts[1][1].X))) + 1;
int32 MaxY = FMath::FloorToInt(FMath::Max(FMath::Max(OuterVerts[0][0].Y, OuterVerts[0][1].Y), FMath::Max(OuterVerts[1][0].Y, OuterVerts[1][1].Y))) + 1;
// I'd dearly love to use FIntRect in this code, but Landscape works with "Inclusive Max" and FIntRect is "Exclusive Max"
int32 LandscapeMinX, LandscapeMinY, LandscapeMaxX, LandscapeMaxY;
if (!LandscapeInfo->GetLandscapeExtent(LandscapeMinX, LandscapeMinY, LandscapeMaxX, LandscapeMaxY))
{
return;
}
MinX = FMath::Max(MinX, LandscapeMinX);
MinY = FMath::Max(MinY, LandscapeMinY);
MaxX = FMath::Min(MaxX, LandscapeMaxX);
MaxY = FMath::Min(MaxY, LandscapeMaxY);
if (MinX > MaxX || MinY > MaxY)
{
// The bounds don't intersect any data, so we skip applying the ramp entirely
return;
}
FLandscapeEditDataInterface LandscapeEdit(EdMode->CurrentToolTarget.LandscapeInfo.Get());
FLandscapeHeightCache HeightCache(EdMode->CurrentToolTarget);
FLandscapeLayerDataCache<FHeightmapToolTarget> LayerHeightDataCache(EdMode->CurrentToolTarget, HeightCache);
const bool bCombinedLayerOperation = EdMode->UISettings->bCombinedLayersOperation && Landscape && Landscape->HasLayersContent();
LayerHeightDataCache.Initialize(EdMode->CurrentToolTarget.LandscapeInfo.Get(), bCombinedLayerOperation);
// Heights raster
bool bRaiseTerrain = true; //EdMode->UISettings->Ramp_bRaiseTerrain;
bool bLowerTerrain = true; //EdMode->UISettings->Ramp_bLowerTerrain;
if (bRaiseTerrain || bLowerTerrain)
{
TArray<uint16> Data;
Data.AddZeroed((1 + MaxY - MinY) * (1 + MaxX - MinX));
int32 ValidMinX = MinX;
int32 ValidMinY = MinY;
int32 ValidMaxX = MaxX;
int32 ValidMaxY = MaxY;
LayerHeightDataCache.Read(ValidMinX, ValidMinY, ValidMaxX, ValidMaxY, Data);
if (ValidMinX > ValidMaxX || ValidMinY > ValidMaxY)
{
// The bounds don't intersect any data, so we skip applying the ramp entirely
return;
}
FLandscapeEditDataInterface::ShrinkData(Data, MinX, MinY, MaxX, MaxY, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY);
MinX = ValidMinX;
MinY = ValidMinY;
MaxX = ValidMaxX;
MaxY = ValidMaxY;
FTriangleRasterizer<FLandscapeRampToolHeightRasterPolicy> Rasterizer(
FLandscapeRampToolHeightRasterPolicy(Data, MinX, MinY, MaxX, MaxY, bRaiseTerrain, bLowerTerrain));
// Left
Rasterizer.DrawTriangle(FVector2D(0, Heights[0]), FVector2D(1, Heights[0]), FVector2D(0, Heights[1]), OuterVerts[0][0], InnerVerts[0][0], OuterVerts[1][0], false);
Rasterizer.DrawTriangle(FVector2D(1, Heights[0]), FVector2D(0, Heights[1]), FVector2D(1, Heights[1]), InnerVerts[0][0], OuterVerts[1][0], InnerVerts[1][0], false);
// Center
Rasterizer.DrawTriangle(FVector2D(1, Heights[0]), FVector2D(1, Heights[0]), FVector2D(1, Heights[1]), InnerVerts[0][0], InnerVerts[0][1], InnerVerts[1][0], false);
Rasterizer.DrawTriangle(FVector2D(1, Heights[0]), FVector2D(1, Heights[1]), FVector2D(1, Heights[1]), InnerVerts[0][1], InnerVerts[1][0], InnerVerts[1][1], false);
// Right
Rasterizer.DrawTriangle(FVector2D(1, Heights[0]), FVector2D(0, Heights[0]), FVector2D(1, Heights[1]), InnerVerts[0][1], OuterVerts[0][1], InnerVerts[1][1], false);
Rasterizer.DrawTriangle(FVector2D(0, Heights[0]), FVector2D(1, Heights[1]), FVector2D(0, Heights[1]), OuterVerts[0][1], InnerVerts[1][1], OuterVerts[1][1], false);
LayerHeightDataCache.Write(MinX, MinY, MaxX, MaxY, Data);
if (!EdMode->HasLandscapeLayersContent())
{
TSet<ULandscapeComponent*> Components;
if (LandscapeEdit.GetComponentsInRegion(MinX, MinY, MaxX, MaxY, &Components))
{
for (ULandscapeComponent* Component : Components)
{
// Recreate collision for modified components and update the navmesh
ULandscapeHeightfieldCollisionComponent* CollisionComponent = Component->CollisionComponent.Get();
if (CollisionComponent)
{
CollisionComponent->RecreateCollision();
FNavigationSystem::UpdateComponentData(*CollisionComponent);
}
}
}
}
}
}
bool CanApplyRamp()
{
return EdMode->CanEditLayer() && (NumPoints == 2);
}
void ResetRamp()
{
NumPoints = 0;
SelectedPoint = INDEX_NONE;
}
};
void FEdModeLandscape::ApplyRampTool()
{
if (CurrentTool->GetToolName() == FName("Ramp"))
{
FLandscapeToolRamp* RampTool = (FLandscapeToolRamp*)CurrentTool;
RampTool->ApplyRamp();
GEditor->RedrawLevelEditingViewports();
}
}
bool FEdModeLandscape::CanApplyRampTool()
{
if (CurrentTool->GetToolName() == FName("Ramp"))
{
FLandscapeToolRamp* RampTool = (FLandscapeToolRamp*)CurrentTool;
return RampTool->CanApplyRamp();
}
return false;
}
void FEdModeLandscape::ResetRampTool()
{
if (CurrentTool->GetToolName() == FName("Ramp"))
{
FLandscapeToolRamp* RampTool = (FLandscapeToolRamp*)CurrentTool;
RampTool->ResetRamp();
GEditor->RedrawLevelEditingViewports();
}
}
//
// Toolset initialization
//
void FEdModeLandscape::InitializeTool_Ramp()
{
auto Tool_Ramp = MakeUnique<FLandscapeToolRamp>(this);
Tool_Ramp->ValidBrushes.Add("BrushSet_Dummy");
LandscapeTools.Add(MoveTemp(Tool_Ramp));
}
#undef LOCTEXT_NAMESPACE