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UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "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 "SceneTypes.h"
#include "Framework/Commands/Commands.h"
#include "AssetRegistry/AssetData.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Editor.h"
#include "Toolkits/IToolkit.h"
#include "Styling/AppStyle.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 "TexAligner/TexAligner.h"
#include "LightmapResRatioAdjust.h"
#include "Elements/Framework/TypedElementHandle.h"
#include "Elements/Interfaces/TypedElementWorldInterface.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
class FLightingBuildOptions;
class SLevelEditor;
class UActorFactory;
class UTypedElementSelectionSet;
/**
* Unreal level editor actions
*/
class LEVELEDITOR_API FLevelEditorCommands : public TCommands<FLevelEditorCommands>
{
public:
FLevelEditorCommands();
/**
* Initialize commands
*/
virtual void RegisterCommands() override;
public:
TSharedPtr< FUICommandInfo > BrowseDocumentation;
TSharedPtr< FUICommandInfo > BrowseViewportControls;
/** Level file commands */
TSharedPtr< FUICommandInfo > NewLevel;
TSharedPtr< FUICommandInfo > OpenLevel;
TSharedPtr< FUICommandInfo > Save;
TSharedPtr< FUICommandInfo > SaveAs;
TSharedPtr< FUICommandInfo > SaveAllLevels;
static const int32 MaxRecentFiles = 10;
TArray< TSharedPtr< FUICommandInfo > > OpenRecentFileCommands;
static const int32 MaxFavoriteFiles = 20;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3621452) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3567301 by Arciel.Rekman Linux: fix for importing failure when clicking shortcuts (UE-47932). - Slate dialog would return incorrect relative paths (not matching CWD) if Engine or Project shortcuts were used. #jira UE-47932 Change 3567687 by Arciel.Rekman Minor fixes to gdb pretty printers by icculus. Change 3568024 by Arciel.Rekman Made SDL_SetWindowInputFocus() wait until window is viewable (UE-33369). - Pull request #2608 contributed by Ereski. - Updated x86_64 lib only (anticipating more changes to SDL). #coderview Cengiz.Terzibas, Ryan.Gordon Change 3568173 by Max.Chen Movie Scene Capture: Delay on shot boundaries by setting the sequencer play rate to 0. This allows particles, TAA, and other effects to settle on the shot cuts. #jira UE-44598 Change 3568174 by Max.Chen Sequencer: Added option to rerun construction scripts on bound actors in the sequence every frame. #jira UE-31193 Change 3568331 by Matt.Kuhlenschmidt PR #3850: Add extensible source navigation service (Contributed by mhutch) Change 3568350 by Matt.Kuhlenschmidt PR #3851: Add argument to pass params to standalone play session (Contributed by mhutch) Change 3568387 by Matt.Kuhlenschmidt PR #3852: Add FEditorDelegates::BeginLocalPlay event (Contributed by mhutch) Change 3568541 by Arciel.Rekman Merged Icculus' patch for copy-paste (UE-40071). - Alas does not seem to fix inability to copy/paste between Output log and kate. - Updated x86_64 lib only (anticipating more changes). Change 3568547 by Arciel.Rekman Fix OpenGL queries reused after deletion. Change 3568790 by Matt.Kuhlenschmidt PR #3857: Loading screen widgets not scaled correctly (Contributed by projectgheist) Change 3568900 by Alexis.Matte Fix the fbx re-import factory handler to say failed in case there was no geometry to import. #jira UE-47506 Change 3568902 by Alexis.Matte Reduce memory footprint when importing large FBX scene PR #3834 #jira UE-47833 Change 3569061 by Arciel.Rekman Linux: remove unnecessary symbols for MSVC visualizers. - Reported by ASan as collision because they exist in each DSO. Change 3569782 by Cody.Albert Updated ImportAssets Commandlet help text to properly reflect supported features. Change 3569843 by Arciel.Rekman SDL: add logic to select headless EGL device. - SDL will try to guess which device is GPU using CUDA device id (can also be hinted explicitly). - Also fixes the problem of engine not starting on some drivers that don't support the necessary EGL extensions. Change 3570234 by Max.Chen Sequencer: Import FBX settings. Added settings to toggle force front x axis and whether to create cameras that don't already exist in the level. #jira UE-46754 Change 3570578 by Arciel.Rekman Linux: make FAnsiMalloc compatible with malloc()/free(). - Prerequisite for ASan. Also helps fringe cases when we have to use FAnsiMalloc. Change 3571015 by Alexis.Matte Issue warning when we found zero normal, tangent or binormal #jira UE-46419 Change 3571376 by Jamie.Dale Force a unique package localization ID when loading packages for diffing Change 3571412 by Jamie.Dale Removed unused setting Change 3571487 by Alexis.Matte fix speed tree import cancel workflow #jira UE-47482 Change 3571614 by Jamie.Dale Games now use the native culture of any of the game targets as the fallback (rather than always using English) This replaces the previously removed redundant setting from CL# 3571412 Change 3572649 by Jamie.Dale SavePackageHelper now always honors KeepObjectFlags Change 3572730 by Matt.Kuhlenschmidt Guard against crash in the details panel when there is a message in the queue and something scrolls into view when the list has been invalidated #jira UE-48037 Change 3572773 by Matt.Kuhlenschmidt Guard against high res screenshot crashing if the requested image size doesnt match the image data size #jira UE-47765 Change 3572813 by Michael.Trepka Workaround for a mysterious issue in Xcode 9 beta 3 and 4 which makes it generate -Wnullability-inferred-on-nested-type warnings/errors in MetalDebugCommandEncoder.h even though we tell Clang to ignore them in MacPlatformCompilerPreSetup.h Change 3573043 by Arciel.Rekman FAnsiMalloc: fix compile issue (UE-48066). #jira UE-48066 Change 3573236 by Arciel.Rekman Linux: add UnrealLightmass to the installed build. - Was also requested by a licensee on UDN. Change 3573705 by Arciel.Rekman SDL: update UE4 fork to the latest trunk (UETOOL-1242). - Revision 11184 form 2017-08-04: http://hg.libsdl.org/SDL/rev/04063928c4a8 - Change by icculus (Ryan Gordon). - Rebuilt x86_64 library only for now. Change 3573741 by Arciel.Rekman Fix crash when capturing a movie (UE-48093). #jira UE-48093 Change 3574389 by Max.Chen Sequencer: Array bounds check. #jira UE-48095 Change 3574399 by Max.Chen Sequencer: Fix crash in removing delegate #jira UE-47461 Change 3574415 by Max.Chen Sequencer: Put level visibility tracks in the SpawnObjects evaluation group to ensure levels are streamed before any possessable bindings are resolved Change 3574416 by Max.Chen Prevent slow task feedback from performing slow operations (flushing rendering commands, checking if shaders are initialized) when there are no modal dialogs open Change 3574726 by Matt.Kuhlenschmidt Focus the details view when actor selection changes if it is not focused Change 3574922 by Michael.Trepka Copy of CL 3574653 by Richard.Wallis XCode Beta 4 Compile fixes. "Inferring '_Nonnull' for pointer type within array is deprecated " Change 3576525 by Nick.Darnell Editor - Data table rows names sort correctly in the property customization. Blueprint - Fixing some crashes due to holding onto raw pointers instead of TWeakObjectPtrs. UMG - SetWidgetClass now reinstances the widget if you change it at runtime. Editor - Deleting actors that are still referenced now at least logs to the console what still references it. Change 3576714 by Nick.Darnell Editor - Build fix. Change 3576770 by Jamie.Dale Removed some dead code It seems to be left over from the first attempt at stable localization keys Change 3578433 by Matt.Kuhlenschmidt Fix content browser settings being per project and having created a "Global" category for one setting Change 3578556 by Max.Chen Editor: Fix toolbar shared ref which was keeping the viewport toolbar around when switching between default and cinematic viewports. #jira UE-48125 Change 3578561 by Matt.Kuhlenschmidt Fix USD importing not respecting DestinationPath for automated import Change 3580124 by Matt.Kuhlenschmidt Fix bogus warning message when a property has an editcondition that is not marked edit aynwhere. This has always been supported and is the correct way to make an editcondition Change 3581936 by Jamie.Dale Restoring defaults for UContentBrowserSettings Change 3582039 by Matt.Kuhlenschmidt High DPI mode changes - Editor viewport screen percentage is now adjusted automatically to account for DPI scaling. By default the scene will be rendered at a lower resolution based on screen percentage calculated based on 100/DPIScale. Users can override this automatic calcuation in the performance options if desired. - DPI awareness is only set on windows in the editor now (still disabled by default) - Fixed hit proxy calculation not working properly with screen percentage - Developers can now register a delegate with SlateApplication to tell when a window's DPI changes Change 3582049 by Matt.Kuhlenschmidt Fix color picker not properly converting FColor properties back to gamma space Change 3582054 by Matt.Kuhlenschmidt Fix mac menus updating during unsafe times such as modal windows and slow tasks #jira UE-47874 Change 3582084 by Jamie.Dale Make sure to update the rendering resources for the active world if reloading its map build data This prevents a crash in the renderer due to it holding onto stale data Change 3582257 by Matt.Kuhlenschmidt Fix widget component spawning widgets on cook #jira UE-48201 Change 3582655 by Matt.Kuhlenschmidt Fix DPI scale not being accounted for when entering immersive. Change 3582706 by Matt.Kuhlenschmidt Fix automation tests Change 3582728 by Matt.Kuhlenschmidt Turn on high dpi by default for windows editor Change 3582732 by Matt.Kuhlenschmidt Turn on high DPI by default for mac editor Change 3583112 by Max.Chen Sequencer: Add OnPlayReverse() event for when playback is in reverse Change 3584130 by Matt.Kuhlenschmidt PR #3897: Git plugin: fix action icon in history window (Contributed by SRombauts) Change 3584237 by Matt.Kuhlenschmidt Added the beginnings of a way to extend the usd importer with a custom resolver class that optionally handles prim identification and mesh and actor spawning. Added a test resolver that handles prims based on usd "kind" metadata. Change 3584535 by Matt.Kuhlenschmidt Fix LOD identification in USD files Change 3587703 by Matt.Kuhlenschmidt Fix tooltip Change 3587901 by Matt.Kuhlenschmidt Fixed USD importing not finding and importing LODs properly Change 3588380 by Matt.Kuhlenschmidt Fix ctrl+w not duplicating on mac #jira UE-46573 Change 3590435 by Jamie.Dale Added support for in-editor previews of localized game text This is configured by the "Preview Game Culture" setting, and will automatically be active when PIE is running (the preview language is also passed to any standalone games that are launched via the editor). This preview can also be used in the UMG editor to preview widgets in different languages. While a preview is running, all editable FText fields are locked-down (read-only) to prevent accidentally clobbering source data with translation data. You can also use this new lock-down feature to prevent any localization changes in your project (set "LockLocalization" to "True" under the "Internationalization" section of either your DefaultGame or DefaultEngine INI). In order to allow the game translations to be used in the editor, we now map the translation to any package localization ID variants when the LocRes data is loaded (or when looking up a specific piece of text). This is needed as the LocRes files only ever contain the "clean" versions of the IDs (without the package localization ID the editor uses), and also means that we no longer need to gather the "editor-only" variants of the text within assets. Change 3592131 by Matt.Kuhlenschmidt Log for newly converted actors being pending kill #jira UE-47464 Change 3592200 by Matt.Kuhlenschmidt Made the class viewer menu function properly on mac. Since it as a nomad tab it wasnt properly inserting itself into the top level menu on mac nor should it since it could be docked anywhere. The filters menu is now consistent with other filters menus Change 3592227 by Matt.Kuhlenschmidt Fix drag drop of actors being offset with high dpi monitors. Change 3592719 by Bradut.Palas #jira UE-45632 - dual key bindings feature My approach was transforming the ActiveChord and DefaultChord into arrays and accessing them through an enum class called EMultipleKeyBindingIndex. A lot of connecting code, function prototypes, and data structures had to be changed to accomodate this. Most menus and tooltip texts are generated using the first valid active shortcut. Change 3592793 by Bradut.Palas Fix compile warnings for InputBindingManager (there were actually hidden bugs among them) Change 3593128 by Matt.Kuhlenschmidt Force low quality mode for background blurs by default on android Change 3593579 by Michael.Dupuis #jira UE-47223 : If we have no world simply return null when GetLandscapeInfo is called Handle the cases in PostEditChange to handle null returned from GetLandscapeInfo Change 3593580 by Michael.Dupuis Added missing shaders while generating thumbnails Change 3593582 by Michael.Dupuis #jira UE-47492 : Make sure LayerInfo is valid before accessing data Change 3593584 by Michael.Dupuis #jira UE-47253: Do not recreate the scene info in simulation mode Change 3593585 by Michael.Dupuis #jira UE-48484: no longer mark the package dirty while generating the GrassMap if they were not existing Change 3593586 by Michael.Dupuis #jira UE-48483 : hide the Rendering property group so user can't by mistake change the actor visibility Change 3593593 by Michael.Dupuis #jira UE-48327: Added guard to prevent crash when using CVarFoliageDiscardDataOnLoad and having invalid foliage in your map Change 3593597 by Michael.Dupuis #jira UE-48309: Do not build the tree if the static mesh is not even loaded yet #jira UE-48340: Properly support the Random stream and partial buffer update #jira UE-48228: Instance from blueprint are now visible in standalone game #jira UE-45854: Crash probably linked to post load called on not loaded static mesh #jira UE-48035: Properly init the per instance render data when creating a new component Only update instance in non archetype or CDO. Change 3594060 by Matt.Kuhlenschmidt Fix high DPI mode being set for non-editor. Also prevent possible crashes due to dll handle for high DPI method being freed before called Change 3594355 by Matt.Kuhlenschmidt Change API help link to point to a website since offline CHM based docs are no longer used #jira UE-48230 Change 3595358 by Matt.Kuhlenschmidt Fixed bad initial window position and sizes for editor windows By default SWindow.ClientSize will assume unscaled window size and will scale it based on DPI as needed. AdjustInitialSizeAndPositionForDPIScale argument can be used to disable this if needed Fixed a dock tabs and the main frame not taking into account dpi scale when saving their layout. Now we always save window size at 1.0 scale and auto scale it based on DPI of the monitor it opens on. #jira UE-48446 Change 3595590 by Matt.Kuhlenschmidt Fix missing includes Change 3595792 by Matt.Kuhlenschmidt Fix style warnings Change 3596418 by Bradut.Palas fixing initial issue with dual keybinds (removed ensure macro to speedup first use of alternate key) Change 3598679 by Max.Chen PR #3872: Fix small typo in ImagePlate Plugin (Contributed by TheCodez) #jira UE-48141 Change 3598720 by Max.Chen Cine Camera: Add toggle to disable constraining the roll when look at tracking is enabled. This allows the user to animate the roll while tracking an object. #jira UE-48316 Change 3600236 by Alexis.Matte Create a LOD Custom Mode in the meshes editor UI. This allow user to compare details values between LODs #jira UE-46822 Change 3600260 by Alexis.Matte Make sure temporary rename do not create redirector #jira UE-48364 Change 3600671 by Lauren.Ridge PR #3913: Fixed 3D preview issue in the material editor (Contributed by YuchenMei) #jira UE-48539 #jira UE-48180 #jira UE-48182 Change 3600812 by Jamie.Dale We now defer the registration of IME contexts until an editable text first gains focus Certain IMEs can have very high per-context costs, so this avoids that cost until we know that we definitely need to use the context #jira UE-48100 Change 3601839 by Matt.Kuhlenschmidt Fix USD import crash with "facevarying" normals Change 3602434 by Jamie.Dale Removing dead code These flags were never being tested or used in any meaningul way Change 3602611 by Jamie.Dale Ensure PackageToReload is non-null #jira UE-46655 Change 3602648 by Jamie.Dale Fixed custom columns with the same name as fixed columns causing infinite duplications in the content browser #jira UE-47392 Change 3602651 by Lauren.Ridge Fix for parameter tooltips not being found #jira UE-47417 Change 3604172 by Bradut.Palas #jira UE-48449 #jira UE-48380 #jira UE-48381 #jira UE-48423 I moved the IsFilenameValidForSaving() function from FEditorFileUtils to FFileHelper so that it is accessible from CollectionManager.cpp in order to validate collection names as file names and no longer trigger any of the bugs. Change 3604210 by Bradut.Palas #jira UE-48718 Regression issue appeared from fixing a crash when using console command "open" Reworked by only refusing to open local URLs in case of client mode and multiprocess being active simultaneously. Change 3604258 by Jamie.Dale IME contexts can now flag themselves as dead to avoid latent IME callbacks trying to access a deleted widget #jira UE-46815 #jira UE-47295 Change 3604312 by Matt.Kuhlenschmidt PR #3931: Fixing a few obvious copy & paste errors. (Contributed by DaveC79) Change 3604352 by Matt.Kuhlenschmidt Fix crash accessing potentially invalid parent layout from a detail category #jira UE-48729 Change 3604402 by Lauren.Ridge Epic Friday - array drag and drop Change 3605228 by Cody.Albert TSets and TMaps should now properly rehash if a key is modified in the details panel. Change 3605275 by Alexis.Matte Merge actor do not keep the material slot name #jira UE-43246 Change 3605715 by Max.Chen Sequencer: Fix cinematic mode getting activated on BeginPlay() instead of OnStartedPlaying(). #jira UE-48770 Change 3606411 by Max.Chen Sequencer: Fix a few player state issues. When paused, calling stop now tears down properly (spawnables are removed, etc). When a level sequence is deleted, tears down properly as well. #jira UE-42008 Change 3606440 by Max.Chen Sequencer: Update spawanble name when the spawnable actor name is changed. #jira UE-47815 Change 3606899 by Lauren.Ridge Disabling enum-based arrays from reordering Change 3606958 by Lauren.Ridge Visual polish on array handles Change 3607733 by Max.Chen Sequencer: Check null in camera cut Change 3607849 by Max.Chen Sequencer: Clip transport controls. #jira UE-48812 Change 3608181 by Max.Chen #jira UE-48813 Correctly set GPlayInEditorID when initializing the PIE gameinstance, which does the initial tick. This fixes autoplay sequences Copy from Dev-Framework Change 3608361 by christopher.biancard QAGame: Submitting test content for Array Element Reorder testing Change 3608512 by Alexis.Matte Add fbx exporter option dialog, support export all and cancel all functionality when doing bulk export. #jira UE-48058 Change 3608629 by Max.Chen Camera Rig: Fix crane and rail not being packaged properly. #jira UE-48829 Change 3609217 by Matt.Kuhlenschmidt Added a lock around access to slate active timers to protect it against race conditions when accessed on the slate movie thread and the game thread Change 3609722 by Alexis.Matte Make sure a warning is log when we cannot export an animation sequence. #jira UE-48390 Change 3609774 by Alexis.Matte Fix the merge actor build LOD scale again, a previous merge erase the fix #jira UE-48156 Change 3609891 by christopher.biancard QAGame: Minor additions for test coverage on Array Element Reorder Change 3610171 by Lauren.Ridge Fixes for reordering metadata, creating actual swap function out of three element functions #jira UE-48823 Change 3610407 by Lauren.Ridge Fixing highlighting and behavior to place dragged row in the spot you release (not below) Change 3610472 by Lauren.Ridge Moving final location logic Change 3610797 by Lauren.Ridge Disabling dragging handles during PIE Change 3611089 by Lauren.Ridge Disabling handles when overall tree is disabled Change 3612479 by Lauren.Ridge Fix for asset contex menu warning #jira UE-46667 Change 3612791 by Michael.Dupuis #jira UE-48914 : Add the possibility to specify if we need CPU access to the instance buffer depending on the usage. Grass should always have CPU access. Change 3612802 by Michael.Dupuis missing file from checkin 3612791 Change 3612805 by Max.Chen Sequencer: Fix crash with null GEditor Copy from Release-4.17 #jira UE-48443 Change 3612806 by Max.Chen Sequencer: Fix crash when capturing a movie with options enabling separate process and close editor. Copy from Release-4.17 #jira UE-48487 Change 3612807 by Max.Chen Sequencer: Fix crash upgrading the time range of a null track. Copy from Release-4.17 #jira UE-48490 Change 3612808 by Max.Chen Sequencer: Fixed dragging skeletal animations causing them to revert back to t-pose Copy from Release-4.17 #jira UE-48367 Change 3612849 by Arciel.Rekman Fix tesselation in packaged Linux projects (UE-24301). - Change by Cengiz.Terzibas. #jira UE-24301 Change 3613022 by Nick.Darnell Editor - Fixing a crash on load with a null CoordIndex json node. Change 3613030 by Matt.Kuhlenschmidt PR #3932: UE-48693: if instead of while statement (Contributed by projectgheist) #jira UE-48747 Change 3613047 by Matt.Kuhlenschmidt PR #3933: Git plugin: add "branch source" in history window (Contributed by SRombauts) Change 3613050 by Matt.Kuhlenschmidt PR #3942: Sort Data Table Structures Alphabetically (Contributed by Nick-Pearson) Change 3613062 by Matt.Kuhlenschmidt PR #3939: Fix a typo in RecordQualityLevelsAnalytics(). (Contributed by samhocevar) Change 3613241 by Nick.Darnell Editor - Fixing the content browser's view settings to be project agnostic, and they will start saving again. Change 3613329 by Lauren.Ridge Moving favorite levels to a standard submenu so they also work on Mac Change 3613344 by Nick.Darnell Editor - Fixing the achorgrid show up as white in HDPI mode, seems because we were upsampling the image, the blend was between dark and a transparent white, so that caused everything to turn white in HDPI mode. #jira UE-48921 Change 3613380 by Matt.Kuhlenschmidt Fix FBX window being off the screen in high DPI #jira UE-48872 Change 3614598 by Matt.Kuhlenschmidt Fixed Sequencer Keyframes appearing out of place on High DPI Monitors #jira UE-48915 Change 3614625 by Matt.Kuhlenschmidt Fixed not being able to click on BSP correctly in high dpi #jira UE-48947 Change 3614672 by Matt.Kuhlenschmidt Fix combo box windows being larger than necessary on high dpi monitors #jira UE-48908 Change 3614699 by Matt.Kuhlenschmidt Fix typo #jira UE-48941 Change 3615011 by Matt.Kuhlenschmidt Fix color picker calculation appearing offscreen for high dpi Change 3615013 by Michael.Dupuis #jira UE-48897: Properly rebuild the tree when reapplying instance to the component Change 3615014 by Colin.Benoit Sequencer Recorder test content Change 3615048 by Colin.Benoit Sequencer Recorder: more test content Change 3615118 by Lauren.Ridge Updating realtime state of viewports to also change when settings toggled #jira UE-48884 Change 3615127 by Lauren.Ridge Remove delegate binding on viewport destruction Change 3615180 by Bradut.Palas #jira UE-48167 profiler crash Don't duplicate the graph data when rebuilding because that completely voids the OneToOneMapping mechanism, resulting in the crash. Looking up objects in the mapping would always return null because the mapping contains the old addresses, before the rebuild. One option would have been to completely rebuild the mapping according to the duplicate graph, which would be dubious because the duplicate method isn't specifically designed so that the result would replace the source. But it looks like duplicating the data is not needed, it's safe to rebuild in-place, RebuildForFilter() doesn't do anything illegal with the objects. This is also the only purpose and the only reference of the function. Change 3615232 by Lauren.Ridge Adding input handling to the material editor viewport client #jira UE-48909 Change 3615703 by Jamie.Dale Fixed crash when fixing up references after a package rename failed #jira UE-48856 Change 3615752 by Matt.Kuhlenschmidt More generic fix for color picker and other windows that use CalculatePopupWindowPostion not accounting for DPI scale Change 3615907 by Jamie.Dale Fixed some crashes caused by CL# 3600812 Change 3616031 by Matt.Kuhlenschmidt Added guard against invalid blueprints (ones without a generated class) being trying to be opened in the property matrix and failing #jira UE-48986 Change 3616151 by Arciel.Rekman Fixing adding array elements in config. - "+Blah=Foo" will do Blah.AddUnique(Foo) - ".Blah=Foo" will do Blah.Add(Foo) - See JoshA re: why (also see: https://udn.unrealengine.com/questions/388157/incorrect-behavior-in-configcacheinicpp.html?childToView=389307) Change 3616439 by Andrew.Porter QAGame: Updating level visibility content in sequencer smoke map Change 3616441 by Matt.Kuhlenschmidt Fix more sequencer track offsetting with DPI scale #jira UE-48981 Change 3617263 by Max.Chen Sequencer: Fix crash in level visibility teardown. Null playback context. #jira UE-49012 Change 3617316 by Max.Chen Sequencer: Fixed a regression where the frame rate isn't getting initialized for a movie scene. Change 3617648 by Matt.Kuhlenschmidt Adding some windows specific logging around setting or failing to set process dpi awareness Change 3617665 by Matt.Kuhlenschmidt Guard against layers module not being loaded in keybinding automation test Change 3617731 by Arciel.Rekman Fix crashes on AMD Mesa drivers (UE-48374). - Do not expose unnecessary symbols from libelf.a to avoid symbol collision with system library used by drivers. Change 3617923 by Bradut.Palas #jira UE-47072 Editor was crashing because deleted actor was not cleaned properly from asset editors. Changed IAssetEditorInstance to offer a function for deleting an object from the editor. Change 3618088 by Matt.Kuhlenschmidt Guard against crash with potentially invalid worlds in preview scenes #jira UE-48997 Change 3618373 by Matt.Kuhlenschmidt Force worldsettings to be hidden in editor so that it is not considered for selection #jira UE-48996 Change 3618464 by Max.Chen Sequencer: Fix regression where spawnables don't play because they're defined as temporary editor actors. #jira UE-48923 Change 3619789 by Matt.Kuhlenschmidt Fix DPI scale warnings in any kind of headless editor mode Change 3619802 by Jamie.Dale Fixed deprecation warning in malloc profiler Change 3619841 by Matt.Kuhlenschmidt Fix missing icons in the package project menu #jira UE-48674 Change 3619991 by Lauren.Ridge Fix typo in transaction message #jira UE-48993 Change 3620086 by Lauren.Ridge Moving realtime viewport logic to refresh instead of construct so it is always triggered upon opening a new material editor #jira UE-48884 Change 3620616 by Matt.Kuhlenschmidt Fix up file Change 3621002 by Matt.Kuhlenschmidt Back out change to apply scaling rules in loading screens since blueprint based DPI scaling rule classes will not have been created yet #jira UE-49125 Change 3621049 by Arciel.Rekman Fix a build error. - Also make sure that we don't print confusing message when no messagebox can be shown (this code changed during the merge). Change 3621064 by Arciel.Rekman Deleted too much in the previous changelist. Change 3621369 by Matt.Kuhlenschmidt Fix keybindings automation test failing due to multiple entries in the active choords array pointing to the same thing #jira UE-49131 [CL 3621569 by Matt Kuhlenschmidt in Main branch]
2017-08-31 21:51:42 -04:00
TArray< TSharedPtr< FUICommandInfo > > OpenFavoriteFileCommands;
TSharedPtr< FUICommandInfo > ToggleFavorite;
/** Import Scene */
TSharedPtr< FUICommandInfo > ImportScene;
/** Export All */
TSharedPtr< FUICommandInfo > ExportAll;
/** Export Selected */
TSharedPtr< FUICommandInfo > ExportSelected;
/** Build commands */
TSharedPtr< FUICommandInfo > Build;
TSharedPtr< FUICommandInfo > BuildAndSubmitToSourceControl;
TSharedPtr< FUICommandInfo > BuildLightingOnly;
TSharedPtr< FUICommandInfo > BuildReflectionCapturesOnly;
TSharedPtr< FUICommandInfo > BuildLightingOnly_VisibilityOnly;
TSharedPtr< FUICommandInfo > LightingBuildOptions_UseErrorColoring;
TSharedPtr< FUICommandInfo > LightingBuildOptions_ShowLightingStats;
TSharedPtr< FUICommandInfo > BuildGeometryOnly;
TSharedPtr< FUICommandInfo > BuildGeometryOnly_OnlyCurrentLevel;
TSharedPtr< FUICommandInfo > BuildPathsOnly;
TSharedPtr< FUICommandInfo > BuildHLODs;
TSharedPtr< FUICommandInfo > BuildMinimap;
TSharedPtr< FUICommandInfo > BuildTextureStreamingOnly;
TSharedPtr< FUICommandInfo > BuildVirtualTextureOnly;
TSharedPtr< FUICommandInfo > BuildAllLandscape;
TSharedPtr< FUICommandInfo > LightingQuality_Production;
TSharedPtr< FUICommandInfo > LightingQuality_High;
TSharedPtr< FUICommandInfo > LightingQuality_Medium;
TSharedPtr< FUICommandInfo > LightingQuality_Preview;
TSharedPtr< FUICommandInfo > LightingDensity_RenderGrayscale;
TSharedPtr< FUICommandInfo > LightingResolution_CurrentLevel;
TSharedPtr< FUICommandInfo > LightingResolution_SelectedLevels;
TSharedPtr< FUICommandInfo > LightingResolution_AllLoadedLevels;
TSharedPtr< FUICommandInfo > LightingResolution_SelectedObjectsOnly;
TSharedPtr< FUICommandInfo > LightingStaticMeshInfo;
TSharedPtr< FUICommandInfo > SceneStats;
TSharedPtr< FUICommandInfo > TextureStats;
TSharedPtr< FUICommandInfo > MapCheck;
/** Recompile */
TSharedPtr< FUICommandInfo > RecompileLevelEditor;
TSharedPtr< FUICommandInfo > ReloadLevelEditor;
TSharedPtr< FUICommandInfo > RecompileGameCode;
#if WITH_LIVE_CODING
TSharedPtr< FUICommandInfo > LiveCoding_Enable;
TSharedPtr< FUICommandInfo > LiveCoding_StartSession;
TSharedPtr< FUICommandInfo > LiveCoding_ShowConsole;
TSharedPtr< FUICommandInfo > LiveCoding_Settings;
#endif
/**
* Level context menu commands. These are shared between all viewports
* and rely on GCurrentLevelEditingViewport
* @todo Slate: Do these belong in their own context?
*/
/** Edits associated asset(s), prompting for confirmation if there is more than one selected */
TSharedPtr< FUICommandInfo > EditAsset;
/** Edits associated asset(s) */
TSharedPtr< FUICommandInfo > EditAssetNoConfirmMultiple;
/** Moves the camera to the current mouse position */
TSharedPtr< FUICommandInfo > GoHere;
/** Snaps the camera to the selected object. */
TSharedPtr< FUICommandInfo > SnapCameraToObject;
/** Snaps the selected actor to the camera. */
TSharedPtr< FUICommandInfo > SnapObjectToCamera;
/** Copy the file path where the actor is saved. */
TSharedPtr< FUICommandInfo > CopyActorFilePathtoClipboard;
/** Opens the source control panel. */
TSharedPtr< FUICommandInfo > OpenSourceControl;
/** Shows the history of the file containing the actor. */
TSharedPtr< FUICommandInfo > ShowActorHistory;
/** Goes to the source code for the selected actor's class. */
TSharedPtr< FUICommandInfo > GoToCodeForActor;
/** Goes to the documentation for the selected actor's class. */
TSharedPtr< FUICommandInfo > GoToDocsForActor;
/** Customize the script behavior of an instance. */
TSharedPtr< FUICommandInfo > AddScriptBehavior;
/** Paste actor at click location*/
TSharedPtr< FUICommandInfo > PasteHere;
/**
* Actor Transform Commands
*/
/** Snaps the actor to the grid at its pivot*/
TSharedPtr< FUICommandInfo > SnapOriginToGrid;
/** Snaps each selected actor separately to the grid at its pivot*/
TSharedPtr< FUICommandInfo > SnapOriginToGridPerActor;
/** Aligns the actor to the grid at its pivot*/
TSharedPtr< FUICommandInfo > AlignOriginToGrid;
/** Snaps the actor to the 2D layer */
TSharedPtr< FUICommandInfo > SnapTo2DLayer;
/** Moves the selected actors up one 2D layer (changing the active layer at the same time) */
TSharedPtr< FUICommandInfo > MoveSelectionUpIn2DLayers;
/** Moves the selected actors down one 2D layer (changing the active layer at the same time) */
TSharedPtr< FUICommandInfo > MoveSelectionDownIn2DLayers;
/** Moves the selected actors to the top 2D layer (changing the active layer at the same time) */
TSharedPtr< FUICommandInfo > MoveSelectionToTop2DLayer;
/** Moves the selected actors to the bottom 2D layer (changing the active layer at the same time) */
TSharedPtr< FUICommandInfo > MoveSelectionToBottom2DLayer;
/** Changes the active 2D layer to one above the current one */
TSharedPtr< FUICommandInfo > Select2DLayerAbove;
/** Changes the active 2D layer to one below the current one */
TSharedPtr< FUICommandInfo > Select2DLayerBelow;
/** Snaps the actor to the floor*/
TSharedPtr< FUICommandInfo > SnapToFloor;
/** Aligns the actor with the floor */
TSharedPtr< FUICommandInfo > AlignToFloor;
/** Snaps the actor to the floor at its pivot*/
TSharedPtr< FUICommandInfo > SnapPivotToFloor;
/** Aligns the actor to the floor at its pivot */
TSharedPtr< FUICommandInfo > AlignPivotToFloor;
/** Snaps the actor to the floor at its bottom center bounds position*/
TSharedPtr< FUICommandInfo > SnapBottomCenterBoundsToFloor;
/** Aligns the actor to the floor at its bottom center bounds position*/
TSharedPtr< FUICommandInfo > AlignBottomCenterBoundsToFloor;
/** Snaps the actor to another actor at its pivot*/
TSharedPtr< FUICommandInfo > SnapOriginToActor;
/** Aligns the actor to another actor at its pivot*/
TSharedPtr< FUICommandInfo > AlignOriginToActor;
/** Snaps the actor to another actor */
TSharedPtr< FUICommandInfo > SnapToActor;
/** Aligns the actor with another actor */
TSharedPtr< FUICommandInfo > AlignToActor;
/** Snaps the actor to another actor at its pivot */
TSharedPtr< FUICommandInfo > SnapPivotToActor;
/** Aligns the actor to another actor at its pivot */
TSharedPtr< FUICommandInfo > AlignPivotToActor;
/** Snaps the actor to the Actor at its bottom center bounds position*/
TSharedPtr< FUICommandInfo > SnapBottomCenterBoundsToActor;
/** Aligns the actor to the Actor at its bottom center bounds position*/
TSharedPtr< FUICommandInfo > AlignBottomCenterBoundsToActor;
/** Apply delta transform to selected actors */
TSharedPtr< FUICommandInfo > DeltaTransformToActors;
/** Mirros the actor along the x axis */
TSharedPtr< FUICommandInfo > MirrorActorX;
/** Mirros the actor along the y axis */
TSharedPtr< FUICommandInfo > MirrorActorY;
/** Mirros the actor along the z axis */
TSharedPtr< FUICommandInfo > MirrorActorZ;
/** Locks the actor so it cannot be moved */
TSharedPtr< FUICommandInfo > LockActorMovement;
/** Saves the pivot to the pre-pivot */
TSharedPtr< FUICommandInfo > SavePivotToPrePivot;
/** Resets the pre-pivot */
TSharedPtr< FUICommandInfo > ResetPrePivot;
/** Resets the pivot */
TSharedPtr< FUICommandInfo > ResetPivot;
/** Moves the pivot to the click location */
TSharedPtr< FUICommandInfo > MovePivotHere;
/** Moves the pivot to the click location and snap it to the grid */
TSharedPtr< FUICommandInfo > MovePivotHereSnapped;
/** Moves the pivot to the center of the selection */
TSharedPtr< FUICommandInfo > MovePivotToCenter;
/** Detach selected actor(s) from any parent */
TSharedPtr< FUICommandInfo > DetachFromParent;
TSharedPtr< FUICommandInfo > AttachSelectedActors;
TSharedPtr< FUICommandInfo > AttachActorIteractive;
TSharedPtr< FUICommandInfo > CreateNewOutlinerFolder;
TSharedPtr< FUICommandInfo > HoldToEnableVertexSnapping;
TSharedPtr< FUICommandInfo > HoldToEnablePivotVertexSnapping;
/**
* Brush Commands
*/
/** Put the selected brushes first in the draw order */
TSharedPtr< FUICommandInfo > OrderFirst;
/** Put the selected brushes last in the draw order */
TSharedPtr< FUICommandInfo > OrderLast;
/** Converts the brush to an additive brush */
TSharedPtr< FUICommandInfo > ConvertToAdditive;
/** Converts the brush to a subtractive brush */
TSharedPtr< FUICommandInfo > ConvertToSubtractive;
/** Make the brush solid */
TSharedPtr< FUICommandInfo > MakeSolid;
/** Make the brush semi-solid */
TSharedPtr< FUICommandInfo > MakeSemiSolid;
/** Make the brush non-solid */
TSharedPtr< FUICommandInfo > MakeNonSolid;
/** Merge bsp polys into as few faces as possible*/
TSharedPtr< FUICommandInfo > MergePolys;
/** Reverse a merge */
TSharedPtr< FUICommandInfo > SeparatePolys;
/** Align brush verticies to the grid */
TSharedPtr<FUICommandInfo> AlignBrushVerticesToGrid;
/**
* Actor group commands
*/
/** Group or regroup the selected actors depending on context*/
TSharedPtr< FUICommandInfo > RegroupActors;
/** Groups selected actors */
TSharedPtr< FUICommandInfo > GroupActors;
/** Ungroups selected actors */
TSharedPtr< FUICommandInfo > UngroupActors;
/** Adds the selected actors to the selected group */
TSharedPtr< FUICommandInfo > AddActorsToGroup;
/** Removes selected actors from the group */
TSharedPtr< FUICommandInfo > RemoveActorsFromGroup;
/** Locks the selected group */
TSharedPtr< FUICommandInfo > LockGroup;
/** Unlocks the selected group */
TSharedPtr< FUICommandInfo > UnlockGroup;
/**
* Visibility commands
*/
/** Shows all actors */
TSharedPtr< FUICommandInfo > ShowAll;
/** Shows only selected actors */
TSharedPtr< FUICommandInfo > ShowSelectedOnly;
/** Unhides selected actors */
TSharedPtr< FUICommandInfo > ShowSelected;
/** Hides selected actors */
TSharedPtr< FUICommandInfo > HideSelected;
/** Shows all actors at startup */
TSharedPtr< FUICommandInfo > ShowAllStartup;
/** Shows selected actors at startup */
TSharedPtr< FUICommandInfo > ShowSelectedStartup;
/** Hides selected actors at startup */
TSharedPtr< FUICommandInfo > HideSelectedStartup;
/** Cycles through all navigation data to show one at a time */
TSharedPtr< FUICommandInfo > CycleNavigationDataDrawn;
/**
* Selection commands
*/
/** Select nothing */
TSharedPtr< FUICommandInfo > SelectNone;
/** Invert the current selection */
TSharedPtr< FUICommandInfo > InvertSelection;
/** Selects all direct children of the current selection */
TSharedPtr< FUICommandInfo > SelectImmediateChildren;
/** Selects all descendants of the current selection */
TSharedPtr< FUICommandInfo > SelectAllDescendants;
/** Selects all actors of the same class as the current selection */
TSharedPtr< FUICommandInfo > SelectAllActorsOfSameClass;
/** Selects all actors of the same class and archetype as the current selection */
TSharedPtr< FUICommandInfo > SelectAllActorsOfSameClassWithArchetype;
/** Selects the actor that owns the currently selected component(s) */
TSharedPtr< FUICommandInfo > SelectComponentOwnerActor;
/** Selects all lights relevant to the current selection */
TSharedPtr< FUICommandInfo > SelectRelevantLights;
/** Selects all actors using the same static mesh(es) as the current selection */
TSharedPtr< FUICommandInfo > SelectStaticMeshesOfSameClass;
/** Selects all actors using the same static mesh(es) and same actor class as the current selection */
TSharedPtr< FUICommandInfo > SelectStaticMeshesAllClasses;
/** Selects the HLOD cluster (ALODActor), if available, that has this actor as one of its SubActors */
TSharedPtr< FUICommandInfo > SelectOwningHierarchicalLODCluster;
/** Selects all actors using the same skeletal mesh(es) as the current selection */
TSharedPtr< FUICommandInfo > SelectSkeletalMeshesOfSameClass;
/** Selects all actors using the same skeletal mesh(es) and same actor class as the current selection */
TSharedPtr< FUICommandInfo > SelectSkeletalMeshesAllClasses;
/** Selects all actors using the same material(s) as the current selection */
TSharedPtr< FUICommandInfo > SelectAllWithSameMaterial;
/** Selects all actors used by currently selected matinee actor */
UE_DEPRECATED(5.0, "Matinee is no longer part of the editor.")
TSharedPtr< FUICommandInfo > SelectAllActorsControlledByMatinee;
/** Selects all emitters using the same particle system as the current selection */
TSharedPtr< FUICommandInfo > SelectMatchingEmitter;
/** Selects all lights */
TSharedPtr< FUICommandInfo > SelectAllLights;
/** Selects all lights exceeding the overlap limit */
TSharedPtr< FUICommandInfo > SelectStationaryLightsExceedingOverlap;
/** Selects all additive brushes */
TSharedPtr< FUICommandInfo > SelectAllAddditiveBrushes;
/** Selects all subtractive brushes */
TSharedPtr< FUICommandInfo > SelectAllSubtractiveBrushes;
/**
* Surface commands
*/
TSharedPtr< FUICommandInfo > SelectAllSurfaces;
/** Select all surfaces in the same brush as the current surface selection */
TSharedPtr< FUICommandInfo > SurfSelectAllMatchingBrush;
/** Select all surfaces using the same material as current surface selection */
TSharedPtr< FUICommandInfo > SurfSelectAllMatchingTexture;
/** Select all surfaces adjacent to current surface selection */
TSharedPtr< FUICommandInfo > SurfSelectAllAdjacents;
/** Select all surfaces adjacent and coplanar to current surface selection */
TSharedPtr< FUICommandInfo > SurfSelectAllAdjacentCoplanars;
/** Select all surfaces adjacent to to current surface selection that are walls*/
TSharedPtr< FUICommandInfo > SurfSelectAllAdjacentWalls;
/** Select all surfaces adjacent to to current surface selection that are floors(normals pointing up)*/
TSharedPtr< FUICommandInfo > SurfSelectAllAdjacentFloors;
/** Select all surfaces adjacent to to current surface selection that are slants*/
TSharedPtr< FUICommandInfo > SurfSelectAllAdjacentSlants;
/** Invert current surface selection */
TSharedPtr< FUICommandInfo > SurfSelectReverse;
/** Memorize current surface selection */
TSharedPtr< FUICommandInfo > SurfSelectMemorize;
/** Recall previously memorized selection */
TSharedPtr< FUICommandInfo > SurfSelectRecall;
/** Replace the current selection with only the surfaces which are both currently selected and contained within the saved selection in memory */
TSharedPtr< FUICommandInfo > SurfSelectOr;
/** Add the selection of surfaces saved in memory to the current selection */
TSharedPtr< FUICommandInfo > SurfSelectAnd;
/** Replace the current selection with only the surfaces that are not in both the current selection and the selection saved in memory */
TSharedPtr< FUICommandInfo > SurfSelectXor;
/** Unalign surface texture */
TSharedPtr< FUICommandInfo > SurfUnalign;
/** Auto align surface texture */
TSharedPtr< FUICommandInfo > SurfAlignPlanarAuto;
/** Align surface texture like its a wall */
TSharedPtr< FUICommandInfo > SurfAlignPlanarWall;
/** Align surface texture like its a floor */
TSharedPtr< FUICommandInfo > SurfAlignPlanarFloor;
/** Align surface texture using box */
TSharedPtr< FUICommandInfo > SurfAlignBox;
/** Best fit surface texture alignment */
TSharedPtr< FUICommandInfo > SurfAlignFit;
/** Apply the currently selected material to the currently selected surfaces */
TSharedPtr< FUICommandInfo > ApplyMaterialToSurface;
/**
* Static mesh commands
*/
/** Create a blocking volume from the meshes bounding box */
TSharedPtr< FUICommandInfo > CreateBoundingBoxVolume;
/** Create a blocking volume from the meshes using a heavy convex shape */
TSharedPtr< FUICommandInfo > CreateHeavyConvexVolume;
/** Create a blocking volume from the meshes using a normal convex shape */
TSharedPtr< FUICommandInfo > CreateNormalConvexVolume;
/** Create a blocking volume from the meshes using a light convex shape */
TSharedPtr< FUICommandInfo > CreateLightConvexVolume;
/** Create a blocking volume from the meshes using a rough convex shape */
TSharedPtr< FUICommandInfo > CreateRoughConvexVolume;
/** Set the actors collision to block all */
TSharedPtr< FUICommandInfo > SetCollisionBlockAll;
/** Set the actors collision to block only weapons */
TSharedPtr< FUICommandInfo > SetCollisionBlockWeapons;
/** Set the actors collision to block nothing */
TSharedPtr< FUICommandInfo > SetCollisionBlockNone;
/**
* Simulation commands
*/
/** Pushes properties of the selected actor back to its EditorWorld counterpart */
TSharedPtr< FUICommandInfo > KeepSimulationChanges;
/**
* Level commands
*/
/** Makes the actor level the current level */
TSharedPtr< FUICommandInfo > MakeActorLevelCurrent;
/** Move all the selected actors to the current level */
TSharedPtr< FUICommandInfo > MoveSelectedToCurrentLevel;
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
/** Finds the level of the selected actors in the content browser */
TSharedPtr< FUICommandInfo > FindActorLevelInContentBrowser;
/** Finds the levels of the selected actors in the level browser */
TSharedPtr< FUICommandInfo > FindLevelsInLevelBrowser;
/** Add levels of the selected actors to the level browser selection */
TSharedPtr< FUICommandInfo > AddLevelsToSelection;
/** Remove levels of the selected actors from the level browser selection */
TSharedPtr< FUICommandInfo > RemoveLevelsFromSelection;
/**
* Level Script Commands
*/
TSharedPtr< FUICommandInfo > FindActorInLevelScript;
/**
* Level Menu
*/
TSharedPtr< FUICommandInfo > WorldProperties;
TSharedPtr< FUICommandInfo > OpenPlaceActors;
TSharedPtr< FUICommandInfo > OpenContentBrowser;
TSharedPtr< FUICommandInfo > OpenMarketplace;
TSharedPtr< FUICommandInfo > ToggleVR;
TSharedPtr< FUICommandInfo > ImportContent;
/**
* Blueprints commands
*/
TSharedPtr< FUICommandInfo > OpenLevelBlueprint;
TSharedPtr< FUICommandInfo > CheckOutProjectSettingsConfig;
TSharedPtr< FUICommandInfo > CreateBlankBlueprintClass;
TSharedPtr< FUICommandInfo > ConvertSelectionToBlueprint;
/** Editor mode commands */
TArray< TSharedPtr< FUICommandInfo > > EditorModeCommands;
/**
* View commands
*/
TSharedPtr< FUICommandInfo > ShowTransformWidget;
TSharedPtr< FUICommandInfo > AllowTranslucentSelection;
TSharedPtr< FUICommandInfo > AllowGroupSelection;
TSharedPtr< FUICommandInfo > StrictBoxSelect;
TSharedPtr< FUICommandInfo > TransparentBoxSelect;
TSharedPtr< FUICommandInfo > DrawBrushMarkerPolys;
TSharedPtr< FUICommandInfo > OnlyLoadVisibleInPIE;
TSharedPtr< FUICommandInfo > ToggleSocketSnapping;
TSharedPtr< FUICommandInfo > ToggleParticleSystemLOD;
TSharedPtr< FUICommandInfo > ToggleParticleSystemHelpers;
TSharedPtr< FUICommandInfo > ToggleFreezeParticleSimulation;
TSharedPtr< FUICommandInfo > ToggleLODViewLocking;
TSharedPtr< FUICommandInfo > LevelStreamingVolumePrevis;
TSharedPtr< FUICommandInfo > EnableActorSnap;
TSharedPtr< FUICommandInfo > EnableVertexSnap;
TSharedPtr< FUICommandInfo > ToggleHideViewportUI;
TSharedPtr< FUICommandInfo > MaterialQualityLevel_Low;
TSharedPtr< FUICommandInfo > MaterialQualityLevel_Medium;
TSharedPtr< FUICommandInfo > MaterialQualityLevel_High;
TSharedPtr< FUICommandInfo > MaterialQualityLevel_Epic;
TSharedPtr< FUICommandInfo > ToggleFeatureLevelPreview;
TArray<TSharedPtr<FUICommandInfo>> PreviewPlatformOverrides;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
///**
// * Mode Commands
// */
//TSharedPtr< FUICommandInfo > BspMode;
//TSharedPtr< FUICommandInfo > MeshPaintMode;
//TSharedPtr< FUICommandInfo > LandscapeMode;
//TSharedPtr< FUICommandInfo > FoliageMode;
/**
* Misc Commands
*/
TSharedPtr< FUICommandInfo > ShowSelectedDetails;
TSharedPtr< FUICommandInfo > RecompileShaders;
TSharedPtr< FUICommandInfo > ProfileGPU;
Improves DumpGPU command Dumps improvements: 1) Bring up for consoles 2) Better out of memory resiliency during the dumping process 3) Dumps console variables in CSV 4) Dumps process' log after completion 5) Dumps mip chains through FDumpTextureCS compute shader 6) Dumps depth & stencil texture formats through the FDumpTextureCS compute shader 7) Dumps at draw granularity with FRDGBuilder::DumpDraw(); (experimental) 8) Dumps final png screenshot to the dump directory 9) Adds & Dumps the FRDGBufferDesc::Metadata for viewer to decode buffer binary automatically 10) Dumps the PassParameters with structure metadata to decode shader parameters automatically 11) Adds CTRL+SHIFT+/ shortcut Viewer improvements: 1) Tips display onload to spread some knowledge to the user 2) Supports for opening any pass/resources in new web browser tab 3) Emulates 16 and 32 bits UINT texture visualization with multiple webgl 8bit UINT textures 4) Fixes the webpage's tab going out of memory after visualizing many large resources. 5) Fixes the webpage's tab going out of memory after loading large buffer. 6) Adds support for more texture format with RGB channel reswizzling 7) Implements UI color-sheme based on UE5's editor theme 8) Implements texel color picker capabable of decoding every pixel format. 9) Implements texture viewer zooming with the mouse wheel 10) Implements a r.DumpGPU.Viewer.Visualize to open a specific RDG output resource when opening the viewer #rb juan.canada #preflight 619bb638fa0b360c406c42c5 [FYI] juan.canada, zach.bethel #ROBOMERGE-AUTHOR: guillaume.abadie #ROBOMERGE-SOURCE: CL 18260079 via CL 18372399 via CL 18372914 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18373039 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 16:04:00 -05:00
TSharedPtr< FUICommandInfo > DumpGPU;
TSharedPtr< FUICommandInfo > ResetAllParticleSystems;
TSharedPtr< FUICommandInfo > ResetSelectedParticleSystem;
TSharedPtr< FUICommandInfo > SelectActorsInLayers;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
// Open merge actor command
TSharedPtr< FUICommandInfo > OpenMergeActor;
};
/**
* Implementation of various level editor action callback functions
*/
class LEVELEDITOR_API FLevelEditorActionCallbacks
{
public:
/**
* The default can execute action for all commands unless they override it
* By default commands cannot be executed if the application is in K2 debug mode.
*/
static bool DefaultCanExecuteAction();
/** Opens the global documentation homepage */
static void BrowseDocumentation();
/** Opens the viewport controls page*/
static void BrowseViewportControls();
/** Creates a new level */
static void NewLevel();
static FSimpleDelegate NewLevelOverride;
static bool NewLevel_CanExecute();
/** Opens an existing level */
static void OpenLevel();
static bool OpenLevel_CanExecute();
/** Toggles VR mode */
static void ToggleVR();
static bool ToggleVR_CanExecute();
static bool ToggleVR_IsButtonActive();
static bool ToggleVR_IsChecked();
/** Opens delta transform */
static void DeltaTransform();
/**
* Opens a recent file
*
* @param RecentFileIndex Index into our MRU list of recent files that can be opened
*/
static void OpenRecentFile( int32 RecentFileIndex );
/**
* Opens a favorite file
*
* @param FavoriteFileIndex Index into our list of favorite files that can be opened
*/
static void OpenFavoriteFile( int32 FavoriteFileIndex );
static void ToggleFavorite();
/**
* Remove a favorite file from the favorites list
*
* @param FavoriteFileIndex Index into our list of favorite files to be removed
*/
static void RemoveFavorite( int32 FavoriteFileIndex );
static bool ToggleFavorite_CanExecute();
static bool ToggleFavorite_IsChecked();
/** Determine whether the level can be saved at this moment */
static bool CanSaveWorld();
static bool CanSaveUnpartitionedWorld();
/** Save the current level as... */
static bool CanSaveCurrentAs();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3229490 on 2016/12/09 by Cody.Albert Integrated fix to support named changelists in SVN Change 3229574 on 2016/12/09 by Simon.Tourangeau Fix actor mobility getting changed on scene reimport #jira UE-39102 Change 3229692 on 2016/12/09 by Cody.Albert Fixing an XML Parser assert when parsing a root tag that completes on the same line. #jira UE-30393 Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut) Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt Eliminate editor sounds that play when you PIE, simulate or possess the player. They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load. Change 3231475 on 2016/12/12 by Alex.Delesky #jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100. Change 3231476 on 2016/12/12 by Alex.Delesky #jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once. Change 3231477 on 2016/12/12 by Alex.Delesky #jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection. Change 3231479 on 2016/12/12 by Alex.Delesky #jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown. Change 3231480 on 2016/12/12 by Alex.Delesky #jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file Change 3231508 on 2016/12/12 by Alex.Delesky Removing todo comment #jira none Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates Change 3231618 on 2016/12/12 by Alex.Delesky #jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value. Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt Add RF_Transactional to the list of default flags for creating or importing new assets. All should be transactional by default Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt Brighten up the output log by default Change 3231648 on 2016/12/12 by Alex.Delesky #jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot. Change 3231666 on 2016/12/12 by Alex.Delesky #jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets. Change 3231674 on 2016/12/12 by Alex.Delesky #jira UE-37106 - When using or simulating touch for Widget Components, the hover/clicked state will now be accurately determined rather than showing hover on initial touch. Change 3231745 on 2016/12/12 by Alex.Delesky Back out changelist 3231477 to fix build error C2259 Change 3232417 on 2016/12/13 by Simon.Tourangeau Add the following attributes to the Editor.Usage.FBX.Import EngineAnalytics event - FBX Version - Filename Hash - Import Type #jira UE-37453 Change 3232477 on 2016/12/13 by Michael.Dupuis #jira UE-39675 : There was an issue when the Neutral Value == the Min or Max value, so we simply prevent using the concept of neutral value if min or max == neutral as it mean you only want a log on one side. Change 3232571 on 2016/12/13 by Alex.Delesky Back out changelist 3231745 #jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection. Change 3232675 on 2016/12/13 by Alexis.Matte Fix a crash when reordering material with a fbx containing unused materials, add a fbx automation test to prevent similar issue. #jira UE-39692 Change 3232975 on 2016/12/13 by Alex.Delesky Fix to build error C2259 for the IPluginWizardDefinition API change. Change 3233146 on 2016/12/13 by Michael.Dupuis #jira UE-38766 : Added eye dropper to select flatten height Fixed a rounding errors resulting in not flattening to the specified height Fixed a rounding error resulting in LandscapeDataAccess::GetTexHeight not always returning the appropriate value Change 3233153 on 2016/12/13 by Alexis.Matte We cannot anymore change the instance override materials array topology, the topology is limited by the mesh materials array #jira UE-38827 Change 3234406 on 2016/12/14 by Matt.Kuhlenschmidt Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices. #jira UE-7388 Change 3234485 on 2016/12/14 by Michael.Dupuis tentative build fix for Mac Change 3234495 on 2016/12/14 by Matt.Kuhlenschmidt Made a setting to control if PIE enter and exit sounds are played. Off by default Change 3236709 on 2016/12/15 by Simon.Tourangeau Fix camera export rotation offset #jira UE-34692 #jira UE-39740 Change 3236782 on 2016/12/15 by Jamie.Dale Fixed EmitTermExpr failing to use the correct package ID FBPTerminal::Source used to be set to the pin, however when pins were moved away from being UObjects, FBPTerminal::SourcePin was added and FBPTerminal::Source is typically null. Change 3236853 on 2016/12/15 by Alexis.Matte Fix the serialization of the staticmesh property FMeshSectionInfoMap Change 3236890 on 2016/12/15 by Matt.Kuhlenschmidt Remove old define Change 3239328 on 2016/12/18 by Richard.TalbotWatkin Fixed Focus Viewport action in Static Mesh Viewport. Problem was that the conversion to Orbit Camera for storing the camera position was trashing the desired position during cvamera transitions. Orbit camera position is now only stored at the end of a transition. #jira UE-39825 - Key "F" for Focus acts Sporadically in the Static Mesh Editor Viewport Change 3239660 on 2016/12/19 by Alex.Delesky #jira UE-38968, UE-36826 - Components attached to actors can now be directly scaled to negative values using the transform gizmo for that component. Change 3239662 on 2016/12/19 by Alex.Delesky #jira UE-39007 - The data table row editor now contains a Reset to Default control. Change 3239663 on 2016/12/19 by Alex.Delesky #jira UE-39698 - Importing CSV files will now show the name of the file in the import dialog. Change 3240696 on 2016/12/20 by Michael.Dupuis #jira UETOOL-1009: Added paddiing to columns view Added auto resize of column when double clicking on splitter handle in the header Remove right number alignment after discussion with Matt K. Change 3240758 on 2016/12/20 by Michael.Dupuis added missing non abstract implementation Change 3240782 on 2016/12/20 by Michael.Dupuis Added missing documentation for content browser column auto resizing Change 3240817 on 2016/12/20 by Alex.Delesky #jira UE-38940 - Copying a Material-Custom node with a tab character should now correctly render the tab. Change 3240834 on 2016/12/20 by Michael.Dupuis tentative fix for build error Change 3240984 on 2016/12/20 by Michael.Dupuis Removed unnecessary functions Change 3241174 on 2016/12/20 by Matt.Kuhlenschmidt Fix compile errors Change 3241966 on 2016/12/21 by Chris.Wood Fixed Typo and changed execution order in "ComboBoxString" Component [UE-38994] - GitHub 2971 : Fixed Typo and changed execution order in "ComboBoxString" Component PR #2971: Fixed Typo and changed execution order in "ComboBoxString" Component (Contributed by eXifreXi) #github https://github.com/EpicGames/UnrealEngine/pull/2971 Change 3242126 on 2016/12/21 by Alexis.Matte Back out changelist 3236853 We have to back out this change list because the change was implement in the 4.15 release branch and the EditorObjectVersion.h change is now implement in the ReleaseObjectVersion.h. Change 3244492 on 2017/01/02 by Jamie.Dale Improved error message Change 3244545 on 2017/01/02 by Nick.Darnell Navigation - Making it so we don't attempt to load HotReload during shutdown, we only access it if it's still loaded. Change 3244549 on 2017/01/02 by Nick.Darnell Slate - Implementing custom hardware cursor loading across Windows, Mac and Linux and supports loading cursors from PAK files. All platforms support loading PNGs through the FHardwareCursor interface. Some platforms support additional formats, for multiresolution support, but there's a naming convention that can be used on PNGs for the same capability. All of it is documented in the FHardwareCursor header. The platform layer for ICursor, now has support for replacing cursor shapes as an override, and can be reset safely. The FHardwareCursor supports loading cursors from raw pixel buffers as well, the plan is to allow for the option to UTextures to also be used for hardware cursors. Now users through C++ can load and replace the hardware cursors with custom ones of their own, e.g. FSlateApplication::Get().RegisterCursor(EMouseCursor::Default, MakeShareable(new FHardwareCursor(FPaths::GameContentDir() / "Slate/FancyPointer", FIntPoint(0,0)))); The next step is to expose a game friendly layer that supports caching cursors, and letting users change them out by name, without a bunch of destruction of OS resources. Change 3244845 on 2017/01/03 by Jamie.Dale Fixing typo #jira UE-39920 Change 3244903 on 2017/01/03 by Jamie.Dale PR #3044: fix link error when FAssetData::PrintAssetData() is used in project (Contributed by kayama-shift) Change 3245125 on 2017/01/03 by Alexis.Matte Put back the dev-editor version because there was some data create before we back it out Change 3246106 on 2017/01/04 by Chris.Wood Removed broken CrashReportReciever pre-upload phase from CrashReportClient. [UE-40153] - CrashReportClient fails when used in legacy mode with a CrashReportReciever Change 3246251 on 2017/01/04 by Alex.Delesky #jira UE-39869 - Moving an asset before saving it and then hitting Save All from the file menu will no longer save the asset in its original location. Change 3246252 on 2017/01/04 by Alex.Delesky #jira UE-39793 - Fixes an issue with the AutoReimporter where specifying a non-existent mount point (a directory in the content browser) would cause a crash when attempting to auto-import an asset from a monitored directory, as well as ensuring that valid mount points will be able to create new assets from auto-import. The "Map Directory To" field when setting directories to monitor for auto-reimport has also been changed to use the content browser path picker instead of relying on the user to manually enter a mount point. Change 3247620 on 2017/01/05 by Nick.Darnell Automation - Removing an adjustment to the number of shots we take for high res shots. Change 3247621 on 2017/01/05 by Nick.Darnell Automation - Adding a few more rendering tests to the cornell box. Change 3247629 on 2017/01/05 by Nick.Darnell Automation - Improving the comparison row display for screenshots so it's obvious what each image represents. Change 3248811 on 2017/01/05 by Matt.Kuhlenschmidt PR #3091: Removed unnecessary UPackage casts (Contributed by projectgheist) Change 3248860 on 2017/01/06 by Matt.Kuhlenschmidt Made the plugin browser select the "built in" category by default instead of the 2D category. There is no reason for a sub-category to be selected first as it makes searching for plugins globally an extra click because you have to click on the base category first Change 3249264 on 2017/01/06 by Matt.Kuhlenschmidt Fixed automation test warnings #jira UE-40198 Change 3249481 on 2017/01/06 by Michael.Dupuis #jira UE-37875 : Fill empty layers of components on assignation or creation Also fill new component added with the tool from neighbours predominance Change 3249505 on 2017/01/06 by Matt.Kuhlenschmidt PR #3093: Include guard cleanup (Contributed by projectgheist) Change 3249544 on 2017/01/06 by Michael.Dupuis #jira UE-40299: validate if UISettings is valid Change 3250738 on 2017/01/09 by Nick.Darnell UMG - The WIC now checks if the Widget is enabled before it claims that it's over an interactable or keyboard focusable widget. #jira UE-39845 Change 3250865 on 2017/01/09 by Nick.Darnell Slate - Updating EAutoCenter and ESizingRule to use the newer enum class style enums. Change 3250867 on 2017/01/09 by Nick.Darnell Slate - Adding more logging to the hardware cursor code so that it reports more information when it doesn't find an exact match when it comes to cursor size. Change 3250936 on 2017/01/09 by Nick.Darnell Automation - Refactoring the screenshot comparison tool to no longer require one one generated report. Doing screenshot comparions now generates individual reports for each failed comparison so that they can be evaluated in bits, and as changes occur as the user reviews aspects, we can remove the reports. There is now async image loading for the comparison view so that it doesn't hitch. Change 3250937 on 2017/01/09 by Nick.Darnell Automation - Adding another example to the CornellBox test. Change 3250958 on 2017/01/09 by Nick.Darnell Slate - Fixing some other cases where people were referring to ESizingRule::Type. Change 3251162 on 2017/01/09 by Nick.Darnell Slate - Fixing some other cases where people were referring to ESizingRule::Type. Change 3251254 on 2017/01/09 by Matt.Kuhlenschmidt Attempt to fix static analysis warnings Change 3251373 on 2017/01/09 by Nick.Darnell Core - Now writing a log warning instead of ensuring if calling LoadModule wouldn't have been safe to do here, depending on load order. Change 3251525 on 2017/01/09 by Nick.Darnell Automation - Fixing a build issue in ImageComparer. Change 3252321 on 2017/01/10 by Alex.Delesky #jira UE-40164 - Importing multiple files to overwrite existing assets such as sounds will now correctly persist the "Yes to All" / "No to All" dialog selections. Change 3252354 on 2017/01/10 by Nick.Darnell Image Compare - Fixing a potential threading hazard in the image comparer. Change 3252356 on 2017/01/10 by Nick.Darnell Automation - The screenshot metadata now captures the commit/CL that the screenshot was taken at and records it in the metadata. Change 3252601 on 2017/01/10 by Alexis.Matte Fbx automation test, reload feature implementation Change 3252761 on 2017/01/10 by Jamie.Dale Fixing some IWYU errors with PCH disabled Change 3252765 on 2017/01/10 by Jamie.Dale Fixing some static analysis warnings Change 3252793 on 2017/01/10 by Jamie.Dale Fixing FText natvis The text data visualizers have to be defined before the text visualizer Change 3253987 on 2017/01/11 by Matt.Kuhlenschmidt PR #3108: Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit (Contributed by SRombauts) Change 3254378 on 2017/01/11 by Matt.Kuhlenschmidt Refactor scene importing to allow for plugins to make scene importers Change 3254679 on 2017/01/11 by Matt.Kuhlenschmidt Fix calling LoadModule in perforce source control off the main thread Change 3256472 on 2017/01/12 by Jamie.Dale Improved error reporting from IncludeTool - The error reporting was using zero-based line indices which was misleading. - The error reporting now includes the offending line to remove ambiguity. Change 3256725 on 2017/01/13 by Jamie.Dale IncludeTool can now parse typedef in Fwd headers Change 3256758 on 2017/01/13 by Jamie.Dale Added support for String Tables String Tables provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text. String Tables can be defined in C++ (using the LOCTABLE family of macros), loaded via CSV file, or created as an asset. They can be referenced in C++ using either the LOCTABLE macro, or the static FText::FromStringTable function. INI files can reference them using the LOCTABLE macro syntax, and FText properties in assets can reference them via the advanced settings combo. Change 3257018 on 2017/01/13 by Alexis.Matte FbxAutomationTest fix the import reload operation, it was calling garbagecollect with no keep flag Change 3257168 on 2017/01/13 by Jamie.Dale Removed code that was writing null into bytecode during save Change 3257344 on 2017/01/13 by Jamie.Dale Backing out changelist 3256725, and excluding my header from the scan instead Change 3257426 on 2017/01/13 by Nick.Darnell Slate - Adding the ability to invert alpha when drawing slate textures. Going to be used in the future for rendering render targets for the scene which have inverted alpha. Change 3257572 on 2017/01/13 by Nick.Darnell Slate - Fixing a build error. Change 3257970 on 2017/01/14 by Jamie.Dale Fixing exclude path Change 3258458 on 2017/01/16 by Matt.Kuhlenschmidt PR #3135: GameViewportClient: FOnCloseRequested is now a multicast delegate (Contributed by Nadrin) Change 3258472 on 2017/01/16 by Matt.Kuhlenschmidt PR #3126: Fix to load editor style assets (Contributed by projectgheist) Change 3258473 on 2017/01/16 by Matt.Kuhlenschmidt PR #3124: Fix wrong result with Image-DrawAsBox with PaperSprite. (Contributed by valval88) Change 3258539 on 2017/01/16 by Nick.Darnell Slate - Pixel Snapping has been moved to the GPU for the RHI rendering policy. Additionally, widgets with a render transform of Scale, Rotation or Sheer, and their children are no longer pixel snapped, this should reduce some of jittering seen by users when animations are applied to widgets. NOTE: This only affects render transforms, any transform in layout space is still subject to pixel snapping. Change 3258607 on 2017/01/16 by Nick.Darnell Fixing the mac build. Change 3258661 on 2017/01/16 by Matt.Kuhlenschmidt Actors with experimental components no longer say "Uses experimental class: Actor" when selecting the actor root in the details panel #jira UE-40535 Change 3258678 on 2017/01/16 by Nick.Darnell Platform - Introducing a way to get the mimetype for a file on Windows. Other platforms don't yet have an implementation outside of returning application/unknown. Change 3258924 on 2017/01/16 by Nick.Darnell Platform - Implementing a fallback for the generic platform http, that can do some basic mimetype lookups. Change 3258929 on 2017/01/16 by Nick.Darnell UMG - Fixing the animation to finish the evaluation before it notifies that the animation completed. Change 3259109 on 2017/01/16 by Nick.Darnell Platform - The GetMimeType function now only takes in FilePath, since some platforms will require that actually resolve to a file on disk in order to determine the true mimetype. Change 3259111 on 2017/01/16 by Alexis.Matte Avoid to move the camera when we re-import in the static mesh editor #jira UE-40613 Change 3259275 on 2017/01/16 by Matt.Kuhlenschmidt Fix crash when a slate window is resized and calls into a scene viewport during loading code when the scene viewport is not in a slate hierarchy and thus has no widget Change 3259300 on 2017/01/16 by Nick.Darnell UMG - Introducing PreConstruct and NativePreConstruct to the base UUserWidget. Users can now visualize non-binding based changes in the designer by evaluating a very limited amount of the blueprint code. In the event your user widget crashes on load, due to calling something unsafe, you can disable evaluation in the editor preferences under Widget Designer. Change 3259306 on 2017/01/16 by Nick.Darnell Games - Removing the Game Specific implementations of PreConstruct. Change 3260182 on 2017/01/17 by Matt.Kuhlenschmidt Fix static analysis Change 3261049 on 2017/01/17 by Nick.Darnell Slate - Putting in some fixes for the non-gpu pixel snapping mode, and disabling gpu snapping while we dig into why it looks weird. Change 3261434 on 2017/01/17 by Nick.Darnell Fixing the mac build. Change 3261435 on 2017/01/17 by Nick.Darnell Slate - Tweaking some aspects of the slate rounding code on the GPU. There's still some precision loss somewhere causing subtle differences in where the snap occurs, that's different from previously. Change 3261460 on 2017/01/17 by Nick.Darnell UMG - Tweaking the defintiions of NativePreConstruct, dropping passing in design time since that is readily available in native code. Change 3261833 on 2017/01/18 by Alexis.Matte Fix all warning for fbx automation tests #jira UE-40208 Change 3261874 on 2017/01/18 by Matt.Kuhlenschmidt PR #3136: Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files (Contributed by SRombauts) Change 3262000 on 2017/01/18 by Jamie.Dale Updated Slate to allocate widgets using MakeShared This saves one allocation per-widget Change 3262003 on 2017/01/18 by Nick.Darnell UMG - Widget Interaction Components now ignore Visible(false) Widget Components when tracing. #jira UE-40523 Change 3262052 on 2017/01/18 by Alexis.Matte Put back the staticmesh skinxx workflow #jira UE-40782 Change 3262775 on 2017/01/18 by Nick.Darnell Slate - Ditching moving vertex rounding to the GPU, some precision issues could not be overcome. Ended up writing a clean way to implement it on the CPU. Change 3262818 on 2017/01/18 by Alex.Delesky #jira UE-40668 - Editor preferences will now save for data pin styles Change 3263679 on 2017/01/19 by Nick.Darnell Slate - Adding some comments to the Slate Vertex Rounder. Change 3265154 on 2017/01/19 by Nick.Darnell Slate/UMG - Putting in some more time into pixel snapping. I've re-introduced the old constructors, and decided to go with the templated approach, as to not break old code that relied on the FSlateVertex working a certain way. Change 3265478 on 2017/01/20 by Chris.Wood Added config support for hang detection time and switching hang detection on/off in UnrealWatchdog [UE-40838] - Make hang time configurable and increase default in UnrealWatchdog Change 3265600 on 2017/01/20 by Nick.Darnell Slate - Making some const local variables const. Change 3265714 on 2017/01/20 by Alex.Delesky #jira UE-40791 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon. Change 3265865 on 2017/01/20 by Alex.Delesky #jira UE-40511 - The Content Browser file path will now update when inside a folder that is deleted from the Sources Panel. Change 3267989 on 2017/01/23 by Jamie.Dale Exposed String Tables to Blueprints Change 3268018 on 2017/01/23 by Jamie.Dale Small API clean-up for string tables Change 3268455 on 2017/01/23 by Matt.Kuhlenschmidt Fix SaveAs (Which says SaveCurrentAs) not saving the current level and only saving the persistent level and then reloading everything thus causing work to be lost if editing a sub-level #jira UE-40930 Change 3269388 on 2017/01/24 by Chris.Wood Refactored tick timing in UnrealWatchdog to stop bug where it doesn't close. [UE-40839] - UnrealWatchdog running and blocking use of Unreal Game Sync for internal users Standalone tool code only - doesn't touch engine Change 3270205 on 2017/01/24 by Cody.Albert Updated FUnrealEdMisc::OnMessageTokenActivated to properly traverse up the outer hierarchy of an object. Change 3270231 on 2017/01/24 by Cody.Albert Renamed and exposed GetFullScreenAlignment and GetViewportAnchors for consistency with the setters Change 3271734 on 2017/01/25 by Michael.Dupuis #jira UE-38631 Add sorting for landscape target layer, user can now sort alphabetical, material based or custom Added a new vertical box SDragNDropVerticalBox to handle drag & drop of FSlot Fixed SDropTarget to only consider the drop action if it was started by it Added visibility toggle to only show used layers in the currently loaded data Change 3271797 on 2017/01/25 by Jamie.Dale Renamed HasBeenAlreadyMadeSharable to DoesSharedInstanceExist as the old name was nonsense Change 3271813 on 2017/01/25 by Jamie.Dale Fixed bad access of a shared this during widget destruction when a context menu was open Change 3271988 on 2017/01/25 by Nick.Darnell Slate - Removing some old checkbox deprecated code from the 4.3 and 4.6 days. Change 3271992 on 2017/01/25 by Nick.Darnell Blueprints - Making the checked call better to log out more information when dragging and dropping a missing property. Change 3272134 on 2017/01/25 by Jamie.Dale Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). Change 3272301 on 2017/01/25 by Nick.Darnell Slate - More cleanup from the removal of a old legacy enum that people were still using. Change 3273070 on 2017/01/26 by Chris.Wood Fix CIS errors in landscape code from CL 3271734 Change 3273123 on 2017/01/26 by Chris.Wood Fix crash during init of CRC when running packaged without access to main engine config hierarchy. Change 3273194 on 2017/01/26 by Nick.Darnell Fixing some build warnings. Change 3273242 on 2017/01/26 by Michael.Dupuis #jira UE-39948 : if we detect there is multiple levels in the current persistent when we add a new foliage asset we ask to save the foliage as an asset to permit paiting over multiple levels Change 3273279 on 2017/01/26 by Jamie.Dale String Table INI redirects are now in the "Core.StringTable" section (rather than "/Script/Engine.Engine") Change 3273483 on 2017/01/26 by Alex.Delesky #jira UE-32047 - Made changes to the FixupRedirects commandlet to ensure that files that are marked for delete are moved from the default changelist to the pending changelist and submitted when using Perforce. Also makes a slight change to the ResavePackages commandlet to submit files marked for delete. Change 3273568 on 2017/01/26 by Alex.Delesky Modifying changes made to SPluginWizard to have the plugin loading phase determined by the wizard's definition rather than from the first selected template. #jira none Change 3273855 on 2017/01/26 by Alex.Delesky #jira UE-41117 - Updating the tooltip on the "Allow Paint of all LODs" option for mesh paint mode. Change 3274200 on 2017/01/26 by Alex.Delesky For IPluginWizardDefinition, temporarily adding function bodies to two methods instead of having them be pure virtual methods. Change 3274317 on 2017/01/26 by Jamie.Dale Deleting a seemingly corrupted asset that was accidentially submitted Change 3275072 on 2017/01/27 by Michael.Dupuis #jira UE-38631 tweaks Fix typo error Iterate all components, not only active one Force expand the Target Layers widget Change 3275249 on 2017/01/27 by Alexis.Matte Color grading controls: Keep the vector ratio when changing the master slider #jira UETOOL-1098 Change 3275282 on 2017/01/27 by Alexis.Matte Color grading controls: Cosmetic changes #jira UETOOL-1099 Change 3275292 on 2017/01/27 by Alexis.Matte Make sure the build is called once when we import a staticmesh. #jira UE-40947 Change 3275430 on 2017/01/27 by Alexis.Matte Add some fbx automation tests - Import a mesh with no material - Import corrupted asset with no section in a LOD - Import morph targets - Materials name clash - Max Multimap material ordering Change 3275683 on 2017/01/27 by Michael.Dupuis #jira UE-41215 : when saving an asset do not register the transaction, and make sure that the duplicate wont keep a copy in the transaction buffer as an asset can't be undo Change 3276237 on 2017/01/27 by Jamie.Dale Deleting a seemingly corrupted asset that was accidentially submitted Change 3276266 on 2017/01/27 by Jamie.Dale Fix for accessing a potentially null pointer Change 3277065 on 2017/01/30 by Chris.Wood Move crash report temp files to saved config and cleanup on schedule. [UE-39506] - CrashReportClient ini folders are not cleaned when opening the editor Change 3277236 on 2017/01/30 by Matt.Kuhlenschmidt Fix crash when cancelling SaveCurrentLevelAs #jira UE-41182 Change 3277409 on 2017/01/30 by Jamie.Dale Improved text rendering when the last resort font is missing The last resort font is no longer included in shipping builds, so this change makes some improvements to text rendering when it's missing. - The legacy font cache no longer tries to use the last resort font if it's not available (preventing warnings). - The Slate font renderer no longer tries to use the last resort font if it's not available. - Text shaping will use the last resort character if none of the available fonts can render a given character (likely because the last resort font is missing). - HarfBuzz shaped text now uses the fallback character correctly. Change 3277749 on 2017/01/30 by Nick.Darnell Slate - Moving ESlateDrawEffect & ESlateBatchDrawFlag over to be enum class, found cases where users were improperly assuming the enum order, and so now it won't be possible to just treat an int32 or a bool as the draw effect value. Core - Adding EnumHasAllFlags and EnumHasAnyFlags, templated functions to make it easier to check for the existance of a flag on enum classes. Change 3277805 on 2017/01/30 by Nick.Darnell Rendering - Changing some LoadModuleChecked calls to GetModuleChecked, as these calls are not happening on the main thread and are not safe to make. Change 3277914 on 2017/01/30 by Matt.Kuhlenschmidt Fix Niagara slate style warning on startup Change 3278058 on 2017/01/30 by Matt.Kuhlenschmidt Fixed compile error Change 3278132 on 2017/01/30 by Nick.Darnell Fixed compile error Change 3278133 on 2017/01/30 by Matt.Kuhlenschmidt Fixed compile errors Change 3278186 on 2017/01/30 by Nick.Darnell Fixed compile error Change 3278525 on 2017/01/30 by Nick.Darnell Fixed compile error Change 3278534 on 2017/01/30 by Nick.Darnell Automation - Clearing up several warnings/errors with automation results, trying to get Automation Tests to at least yellow before integration. Change 3278941 on 2017/01/31 by Nick.Darnell Fixing a build warning due to build team refactor. Change 3278949 on 2017/01/31 by Nick.Darnell Fixing incrmenetal build issues. Change 3278953 on 2017/01/31 by Nick.Darnell Fixing some incrmental linux build issues. Change 3278964 on 2017/01/31 by Nick.Darnell FIxing more incremental build issues. Change 3279256 on 2017/01/31 by Michael.Dupuis #jira UE-41319 #jira UE-41315 #jira UE-41316 Instead of getting the Landscape Actor, call GetLandscapeProxy so all case are handled, either proxy or landscape actor Change 3279270 on 2017/01/31 by Chad.Garyet re-updating the automation test pool [CL 3279775 by Matt Kuhlenschmidt in Main branch]
2017-01-31 15:22:49 -05:00
static void SaveCurrentAs();
/** Saves the current map */
static void Save();
/** Saves all unsaved maps (but not packages) */
static void SaveAllLevels();
/**
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821) ========================== MAJOR FEATURES + CHANGES ========================== Change 2992821 on 2016/05/27 by Max.Chen Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook. #jira UE-31279 #lockdown Cristina.Riveron Change 2992761 on 2016/05/27 by Max.Chen Add assets from "Directories to Always Cook". #jira UE-31279 #lockdown Cristina.Riveron Change 2992371 on 2016/05/26 by Dmitry.Rekman Fix GUBP Tools node (UE-31378). #jira UE-31378 #lockdown Josh.Adams Change 2992279 on 2016/05/26 by Dmitry.Rekman One more fix for UAT compilation failure (UE-31312). - Make EnvVarsToXML target framework v4.5. #lockdown Josh.Adams #jira UE-31312 Change 2992060 on 2016/05/26 by Josh.Adams - Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window. #lockdown cristina.riveron #jira UE-31373 Change 2992009 on 2016/05/26 by Dmitry.Rekman Fix packaging on Linux (UE-31312). - System.Xml was spelled as System.XML. #jira UE-31312 #lockdown Josh.Adams Change 2991784 on 2016/05/26 by Martin.Wilson Fix for RecalcRequiredBones crashing when there is no lod data #jira UE-30028 #lockdown cristina.riveron Change 2991744 on 2016/05/26 by Dmitry.Rekman Fix Linux code project generation (UE-31322). - Also fixes UE-31318 (not reopening when creating BP project). - Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127). - Added logging of child's return code. #lockdown Josh.Adams #jira UE-31322 #jira UE-31318 Change 2991448 on 2016/05/26 by Nick.Darnell Disabling the logging in the git module that was added from the previous commit. #jira UE-30781 #lockdown cristina.riveron Change 2991352 on 2016/05/26 by Max.Chen Subway Sequencer: Add "Sequencer" to the list of additional directories to cook. #jira UE-31279 #lockdown Cristina.Riveron Change 2991121 on 2016/05/26 by Ben.Marsh Fix ShooterGame warnings on XboxOne. #lockdown cristina.riveron Change 2991097 on 2016/05/26 by Nick.Darnell PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts) #jira UE-30781 #lockdown cristina.riveron Change 2991095 on 2016/05/26 by Dmitry.Rekman Fix packaging on Linux (UE-31312). - Excludes UAT modules unsupported on the platform (e.g. TVOS). #jira UE-31312 #lockdown Josh.Adams Change 2990806 on 2016/05/25 by Michael.Gay Last minute adjustments to SubwaySequencer shots. Fixed Fade track on master and moved Event tracks to shots. #jira UE-30804 #lockdown Cristina.Riveron Change 2990739 on 2016/05/25 by Dan.Oconnor Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional #jira UE-31155 #lockdown cristina.riveron Change 2990657 on 2016/05/25 by Dmitry.Rekman Fix crash in mono when invoked by the engine (UE-31312). - Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono. - See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html #jira UE-31312 #lockdown Josh.Adams Change 2990564 on 2016/05/25 by Marc.Audy Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent. #jira UE-00000 #lockdown Cristina.Riveron Change 2990429 on 2016/05/25 by Max.Chen Movie Capture: Fix initialization order warning. Follow up to CL #2990314 #jira UE-31285 #lockdown Nick.Penwarden Change 2990338 on 2016/05/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. #jira UE-28838 #lockdown cristina.riveron Change 2990314 on 2016/05/25 by Max.Chen Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues. #jira UE-31285 #lockdown Nick.Penwarden Change 2990249 on 2016/05/25 by Max.Chen Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process. #jira UE-31285 #lockdown Nick.Penwarden Change 2990243 on 2016/05/25 by Lukasz.Furman Fixed behavior tree observers not being applied correctly #jira UE-31307 #lockdown Cristina.Riveron Change 2990206 on 2016/05/25 by Daniel.Lamb Make sure min number of threads in the large thread pool is at least 2. #jira UE-31253 #lockdown Cristina.Riveron Change 2990182 on 2016/05/25 by Max.Chen Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes. #jira UE-31304 #lockdown Nick.Penwarden Change 2990124 on 2016/05/25 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #lockdown cristina.riveron #jira UE-29089 Change 2989978 on 2016/05/25 by Uriel.Doyon Merged fix for issue with resolution scale in PostProcessVisualizeComplexity #jira UE-29473 #lockdown cristina.riveron Change 2989970 on 2016/05/25 by Taizyd.Korambayil #lockdown cristina.riveron #jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it. Change 2989911 on 2016/05/25 by Chris.Babcock Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015 #jira UE-31292 #ue4 #android #lockdown cristina.riveron Change 2989898 on 2016/05/25 by Robert.Manuszewski Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks. Reimplementing CL #2952596 #jira UE-29245 #lockdown Nick.Penwarden Change 2989849 on 2016/05/25 by Max.Preussner Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289) #jira UE-31289 #lockdown nick.penwarden Change 2989793 on 2016/05/25 by Max.Chen Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames. #jira UE-30755 #lockdown Nick.Penwarden Change 2989792 on 2016/05/25 by Max.Chen Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor. #jira UE-30755 #lockdown Nick.Penwarden Change 2989774 on 2016/05/25 by Mike.Beach Mirroring CL 2946932 Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #lockdown cristina.riveron #jira UE-26998 Change 2989765 on 2016/05/25 by Olaf.Piesche Moivng CL 2967970 from Dev-Rendering - fix for #jira UE-27297 #lockdown nick.penwarden Change 2989481 on 2016/05/25 by Marc.Audy Properly route AttachToComponent to SetupAttachment if called from the constructor #jira UE-31055 #lockdown Cristina.Riveron Change 2989369 on 2016/05/25 by Robert.Manuszewski Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype. #jira UE-31033 #lockdown Nick.Penwarden Change 2988975 on 2016/05/24 by Max.Preussner Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195) #jira UE-31195 #lockdown nick.penwarden Change 2988834 on 2016/05/24 by Max.Chen Movie Capture: Crash fix - Protect against null encoding filter. #jira UE-31233 #lockdown Nick.Penwarden Change 2988764 on 2016/05/24 by Peter.Sauerbrei fix for exception when deploying to tvOS from PC #jira UE-30318 #lockdown cristina.riveron Change 2988540 on 2016/05/24 by Jeff.Campeau Disable incompatible OpenVR for Windows XP builds. Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR). #lockdown Nick.Penwarden #jira UE-30823 Change 2988491 on 2016/05/24 by Zak.Middleton #ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future. #lockdown cristina.riveron #jira UE-30625 Change 2988427 on 2016/05/24 by Aaron.McLeran #jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound Fix is to not re-add the sound once its stopped due to max concurrency. #tests ran the QA test map that demonstrated the problem #lockdown cristina.riveron Change 2988391 on 2016/05/24 by Taizyd.Korambayil #lockdown cristina.riveron #jira UE-30301 Rebuilt Ligthing for all Content Example Maps Change 2988315 on 2016/05/24 by Allan.Bentham Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar) #jira UE-31079 Change 2988227 on 2016/05/24 by Frank.Fella Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes. Change missed in first checkin. #Jira UE-30755 Change 2988200 on 2016/05/24 by Robert.Manuszewski Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags #jira UE-31218 Change 2988181 on 2016/05/24 by Peter.Sauerbrei revert out the last fix and add more logging as I can't reproduce this bug #jira UE-30813 Change 2988140 on 2016/05/24 by Frank.Fella Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes. #Jira UE-30755 Change 2988081 on 2016/05/24 by Jamie.Dale Better fix for UE-29651 that will also work with packages saved from a build without an engine version There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages. #jira UE-29651 Change 2987964 on 2016/05/24 by Lee.Clark Fix empty ENV path when compiling PS4 targets. #jira UE-31210 Change 2987721 on 2016/05/23 by Dan.Oconnor Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated. #jira UE-31099 Change 2987696 on 2016/05/23 by Chris.Babcock Update AndroidWorks 1R1 to CodeWorks for Android 1R4 #jira UEPLAT-1312 #ue4 #android Change 2987624 on 2016/05/23 by Jeff.Campeau Fix a define protection for WinXP stack walking support. #jira UE-30823 Change 2987607 on 2016/05/23 by Jeff.Campeau Windows Stack Walk fixed to work with Windows XP. Use the ASCII calls where needed. Symbol server is unsupported and is disabled when building for Windows XP. #jira UE-30823 Change 2987593 on 2016/05/23 by Zak.Middleton #ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values. #jira UE-30625 Change 2987548 on 2016/05/23 by Lukasz.Furman Moved newly added gameplay debugger's code out of perception component #jira UE-31090 Change 2987510 on 2016/05/23 by Lukasz.Furman Restored perception category in old gameplay debugger tool #jira UE-31090 Change 2987278 on 2016/05/23 by Ben.Marsh Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro. #jira UE-31109 Change 2987156 on 2016/05/23 by Chris.Babcock Added GoogleVR to InstalledEngineFilters.ini #jira UE-31186 #ue4 #android Change 2987129 on 2016/05/23 by Mieszko.Zielinski Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4 #jira UE-31185 Change 2987100 on 2016/05/23 by Peter.Sauerbrei fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name #jira UE-30813 Change 2987064 on 2016/05/23 by Dmitry.Rekman PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus) #jira UE-28537 Change 2987002 on 2016/05/23 by Aaron.McLeran #jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees Fix was to remove the clamp on the dot-product #tests ran test map with focus factors greater than 90 degrees Change 2986880 on 2016/05/23 by Mark.Satterthwaite Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. #jira UE-31124 Change 2986873 on 2016/05/23 by Lina.Halper #fix issue with morphtarget importings for LODs - this was caused by option not being set correctly #jira: UE-30955 #code review: Alexis.Matte Change 2986804 on 2016/05/23 by Taizyd.Korambayil #jira UE-31132 Added Missing Function to Blueprint. Change 2986801 on 2016/05/23 by Jamie.Dale SSearchBox will now only delay text changes while it has focus A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues. #jira UE-31101 Change 2986793 on 2016/05/23 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747) #Jira UE-31166 Change 2986772 on 2016/05/23 by Benn.Gallagher Fixed montage single node instances with negative rate scales only repeating the final section when looping #jira UE-31164 Change 2986766 on 2016/05/23 by Martin.Wilson Fix for preview not updating when tranform curve flags are changed. #Jira UE-31119 Change 2986569 on 2016/05/23 by Robert.Manuszewski Making hang detection disabled bu default and an opt-in for games. #jira UE-31151 Change 2986564 on 2016/05/23 by Martin.Wilson Fix for being able to set montages on an anim track segment. #jira UE-31039 Change 2986205 on 2016/05/21 by Zabir.Hoque Add new instrumentation to bucketize why we are seeing device lost so often. #jira UE-20434 Change 2986071 on 2016/05/20 by Dan.Oconnor Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes #jira UE-30411 Change 2986068 on 2016/05/20 by Dan.Oconnor Fix for blueprint change/compile delegates leaking #jira UE-31118 Change 2986044 on 2016/05/20 by Zabir.Hoque Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers. #CodeReview: Olaf.Piesche, Simon.Tovey #jira UE-29231 Change 2985934 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. #jira UE-30710 Change 2985852 on 2016/05/20 by Max.Chen Subway Sequencer: Remove level sequence editor from plugin list since it's on by default. #jira UE-31106 Change 2985821 on 2016/05/20 by Phillip.Kavan [UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated. change summary: - added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication() - modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic. #jira UE-22874 Change 2985750 on 2016/05/20 by Michael.Gay Default Game map set to SubwaySequencer_P #jira UE-31108 Change 2985660 on 2016/05/20 by Michael.Gay Removing unused track animation #jira UE-30804 Change 2985349 on 2016/05/20 by Dan.Oconnor Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object #jira UE-30954 Change 2985346 on 2016/05/20 by Leslie.Nivison Updating 4.12 credit #jira UEPROD-820 Change 2985297 on 2016/05/20 by Jamie.Dale Fixed VS version detection It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015). #jira UE-30977 Change 2985233 on 2016/05/20 by Gareth.Martin Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass #jira UE-30975 Change 2985184 on 2016/05/20 by Chris.Babcock Move audio warning to show proper error result code #jira UE-31085 #ue4 #android Change 2985183 on 2016/05/20 by Chad.Taylor GoogleVR disabled by default #jira UE-30921 Change 2985145 on 2016/05/20 by Jack.Porter Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices #jira UE-24792 Change 2985124 on 2016/05/20 by Alex.Delesky #jira UE-29794 If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing. Change 2985066 on 2016/05/20 by Lee.Clark Fix r.SelectiveBasePassOutputs so that it defaults to off #jira UE-30133 Change 2985063 on 2016/05/20 by Allan.Bentham Fix for modulated shadow precision issues on low end android hardware. #jira UE-29083 Change 2985061 on 2016/05/20 by Max.Chen Viewport: Fix crash when the viewport widget is null. #jira UE-31050 Change 2985059 on 2016/05/20 by Rolando.Caloca UE4.12 - Workaround for crash trying to track down other crash #jira UE-30875 Change 2984876 on 2016/05/20 by Richard.TalbotWatkin Made SceneOutliner visibility code safer, to avoid a potential crash. #jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24] Change 2984873 on 2016/05/20 by Richard.TalbotWatkin Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area. #jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor Change 2984844 on 2016/05/20 by Matthew.Griffin Fixing compile error in mono games Change 2984825 on 2016/05/20 by Robert.Manuszewski When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored. #jira UE-30556 Change 2984693 on 2016/05/20 by Phillip.Kavan [UE-30495] Fix BP editor crash on component rename following undo of component add action. change summary: - modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state. - modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded). #jira UE-30495 Change 2984684 on 2016/05/20 by Phillip.Kavan [UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values. change summary: - modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected. - modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value - removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream - restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties() - modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream #jira UE-30852 Change 2984651 on 2016/05/19 by Zabir.Hoque Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports. #CodeReview: Chad.Taylor, Nick.Whiting #jira UE-30921 Change 2984636 on 2016/05/19 by Zabir.Hoque Explicitly store the cubemap resolution in encoded reflection data. #CodeReview Daniel.Wright, Marcus.Wassmer #jira UE-30341 Change 2984454 on 2016/05/19 by Rolando.Caloca UE4.12 - Fix for vulkan failing to load shader Integration mirroring changelist 2984432 #jira UE-28140 Change 2984452 on 2016/05/19 by Marcus.Wassmer #jira UE-31054 Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything Change 2984415 on 2016/05/19 by Dan.Oconnor Fix for crash when we fail to spawn the preview actor because the desired class is deprecated #jira UE-31027 Change 2984376 on 2016/05/19 by Dan.Oconnor Fix for regression in GetClassDefaults - we were not handling the 'None' case #jira UE-31034 Change 2984316 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 #tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working. Change 2984315 on 2016/05/19 by Lina.Halper Fix issue with importing morphtarget LOD when it's missing between #jira: UE-30949 Change 2984237 on 2016/05/19 by Dan.Oconnor Fix for ensure/possible stale memory access in UpdateOverlaps #jira UE-30919 Change 2984170 on 2016/05/19 by Max.Chen Movie Capture: Another pass at texture streaming fix for movie capture. #jira UE-30986 Change 2984134 on 2016/05/19 by Chad.Taylor Mac compiler warning fix #jira UE-30921 Change 2983903 on 2016/05/19 by Taizyd.Korambayil #jira UE-30562 Replaced cube With BSP for Floor Change 2983840 on 2016/05/19 by Taizyd.Korambayil #jira UE-30979 Fixed Typo in one of the Stands Change 2983662 on 2016/05/19 by Ben.Marsh GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub Change 2983653 on 2016/05/19 by Chris.Bunner Modifed previous change to fixup incorrect ensures. #jira UE-30877 Change 2983599 on 2016/05/19 by Chris.Bunner Added ensure and null ptr check to canvas flush. #jira UE-30877 Change 2983596 on 2016/05/19 by Chad.Taylor FluffyBunny #jira UE-30921 Change 2983534 on 2016/05/19 by Brian.Karis 4.12 fix per pixel translucency #jira UE-30902 Change 2983530 on 2016/05/19 by Chris.Babcock Broadcast EMediaEvent::MediaOpened when media opened successfully #jira UE-31006 #ue4 #android Change 2983427 on 2016/05/19 by Richard.TalbotWatkin Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx. #jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import Change 2983386 on 2016/05/19 by Michael.Gay minor last tweaks #jira UE-30804 Change 2983280 on 2016/05/19 by Gil.Gribb UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage. #jira UE-30837 Change 2983079 on 2016/05/18 by Max.Chen Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor. #jira UE-30986 Change 2983078 on 2016/05/18 by Dmitriy.Dyomin Added more logging to track UE-30878 #jira UE-30878 Change 2983067 on 2016/05/18 by Dmitriy.Dyomin Fixed: Mobile HDR Path doesn't work on GearVR #jira UE-11846 Change 2983049 on 2016/05/18 by Max.Chen Movie Capture: Fix crash on movie rendering when in HDR mode. #jira UE-30978 Change 2982825 on 2016/05/18 by Mark.Satterthwaite Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. #jira UE-30710 Change 2982697 on 2016/05/18 by Marc.Audy Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607 #jira UE-00000 Change 2982546 on 2016/05/18 by Taizyd.Korambayil #jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings Change 2982533 on 2016/05/18 by Daniel.Lamb When you package if you haven't saved the changes will not be reflected in the game. #jira UE-30904 Change 2982415 on 2016/05/18 by Marc.Audy Bring forgotten 4.11 CL# 2928377 to 4.12 Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects #jira UE-28933 Change 2982358 on 2016/05/18 by Taizyd.Korambayil #jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location Change 2982280 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project #jira:UE-26409 Change 2982229 on 2016/05/18 by Max.Chen Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor. #jira UE-30755 Change 2982080 on 2016/05/18 by Max.Chen Sequence Recorder: Fix crash when component class to record is null. #jira UE-30944 Change 2982041 on 2016/05/18 by Marcus.Wassmer Protect against crashes reading from a null texture. #jira UE-30834 Change 2981915 on 2016/05/18 by Allan.Bentham Do not mosaic encode for modulate blend operations. Fixes dark 'halos' around mod shadows. #jira UE-29083 Change 2981911 on 2016/05/18 by michael.gay Set framing in sequencer, set start to 200 #jira UE-30633 Change 2981904 on 2016/05/18 by Chase.McAllister #jira UE-30943 Removing unused asset to fix DDC compiling bug Change 2981894 on 2016/05/18 by Michael.Gay removed old cameras, changed start frame to remove black at head of sequence #jira UE-30633 Change 2981827 on 2016/05/18 by Gareth.Martin Fixed crash when entering landscape mode while a landscape is selected while simulating - Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway) #jira UE-30917 Change 2981725 on 2016/05/18 by Keith.Judge Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture. #jira UE-27591 Change 2981466 on 2016/05/17 by Max.Chen Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method. #jira UE-30576 Change 2981403 on 2016/05/17 by Dan.Oconnor Fix for overzealous filtering of classes with Within markup #jira UE-29878 Change 2981342 on 2016/05/17 by Dan.Oconnor Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens. #jira UE-30792 Change 2981318 on 2016/05/17 by Max.Preussner Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923) #jira: UE-30923 Change 2981221 on 2016/05/17 by Dan.Oconnor Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects #jira UE-29878 Change 2981169 on 2016/05/17 by Marc.Audy Gracefully handle invalid GameSingleton class name in ini file Remove unused DefaultPreviewPawnClass and ClassName from Engine #jira UE-30829 Change 2981104 on 2016/05/17 by Mieszko.Zielinski Made AISenses not send information to listeners that are not registered for given sense #UE4 #jira UE-29939 Change 2981086 on 2016/05/17 by Taizyd.Korambayil #jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom) Change 2980755 on 2016/05/17 by Taizyd.Korambayil #jira UE-30706 Set material to use Translucent Blend Change 2980753 on 2016/05/17 by Jon.Nabozny Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework). #JIRA UE-30846 Change 2980682 on 2016/05/17 by Taizyd.Korambayil #jira UE-30570, UE-30575 Corrected Some Spellings Change 2980559 on 2016/05/17 by Mieszko.Zielinski Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4 This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap. #jira UE-30836 Change 2980504 on 2016/05/17 by Daniel.Wright Integrate - Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled #jira UE-30855 Change 2980467 on 2016/05/17 by Jamie.Dale Added some checks to avoid temporary worlds being added as favorites #jira UE-30613 Change 2980379 on 2016/05/17 by Jurre.deBaare Fix for static mesh merging, little too eager with changes. #jira UE-30808 Change 2980373 on 2016/05/17 by Gareth.Martin Fixed shader compile errors when applying a speedtree material to a landscape spline #jira UE-25820 Change 2980318 on 2016/05/17 by Gareth.Martin Fixed crash when calling EditorApplySpline with a null spline component Also stopped it doing anything in PIE (it's for blutilities, not runtime) #jira UE-30830 Change 2980300 on 2016/05/17 by Marc.Audy Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes #jira UE-30839 Change 2980298 on 2016/05/17 by Gareth.Martin Fixed crash when loading landscape projects that used tessellation #jira UE-30742 Change 2980296 on 2016/05/17 by Martin.Wilson Fix crash accessing sync names from a child anim bp #jira UE-30811 Change 2980289 on 2016/05/17 by Jurre.deBaare Fix for regression with merge actor tab #jira UE-30809 Change 2980272 on 2016/05/17 by Ori.Cohen Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues. #JIRA UE-30876 Change 2980206 on 2016/05/17 by Keith.Judge Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too! #jira UE-30581 #jira UEPLAT-623 Change 2980094 on 2016/05/17 by Matthew.Griffin Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default #jira UE-30611 Change 2979935 on 2016/05/17 by Aaron.Herzog #jira UE-30619 updating owen sk mesh with proper morph Change 2979816 on 2016/05/16 by Chad.Taylor Fix to address a crash related to multiple player VR Preview #jira UE-20109 Change 2979744 on 2016/05/16 by Mike.Beach Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly. #jira UE-30745 Change 2979743 on 2016/05/16 by Mike.Beach Mirroring CL 2977497 Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2979544 on 2016/05/16 by Daniel.Wright Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled #jira UE-26319 Change 2979477 on 2016/05/16 by michael.gay Remove errant Play Rate track. #jira UE-30633 Change 2979464 on 2016/05/16 by Mark.Satterthwaite Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn. #jira UE-30849 Change 2979441 on 2016/05/16 by Rolando.Caloca UE4.12 - vk - Fix quitting taking a long time #jira UE-28239 Change 2979315 on 2016/05/16 by Michael.Trepka Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1 #jira UE-28016 Change 2979304 on 2016/05/16 by Jamie.Dale Backing out some changes from CL# 2976673 These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do. To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows). #jira UE-30276 #jira UE-30677 #jira UE-30771 Change 2979077 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone merged from 2979069 Change 2979052 on 2016/05/16 by Chase.McAllister #jira UE-30789 Resaving Maps to fix project warning Change 2978984 on 2016/05/16 by Chase.McAllister #jira UE-30789 Resaving start video assests that contained empty engine version Change 2978806 on 2016/05/16 by Mieszko.Zielinski Fixed EQS tests' scoring equation value getting reset on load #UE4 #jira UE-30470 Change 2978670 on 2016/05/16 by Max.Preussner Media: Workaround for changing Media asset path can cause crash (UE-22691) #jira: UE-22691 Change 2978638 on 2016/05/16 by Michael.Gay Cleanup of old maps in SubwaySequencer project #jira UE-30633 Change 2978636 on 2016/05/16 by Jamie.Dale Added guard against a crash navigating through a menu #jira UE-30698 Change 2978611 on 2016/05/16 by Lee.Clark PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True #jira UE-30133 Change 2978596 on 2016/05/16 by Allan.Bentham Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders. #jira UE-27530 Change 2978566 on 2016/05/16 by Jamie.Dale Downgraded some checks to ensures and added more logging #jira UE-30613 Change 2978399 on 2016/05/16 by Keith.Judge Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!). #jira UE-30581 Change 2978323 on 2016/05/16 by Jurre.deBaare Merge actor panel crashes when selecting a mesh component without static mesh #fix display 'No Static Mesh' when none is available #jira UE-30809 Change 2978322 on 2016/05/16 by Jurre.deBaare Issue with merging meshes resulting data saved across different LOD levels #fix use correct target LOD index for all source LODs #jira UE-30808 #lockdown Nick.Penwarden [CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
* Called when import scene is selected
*/
static void ImportScene_Clicked();
/**
* Called when export all is selected
*/
static void ExportAll_Clicked();
/**
* Called when export selected is clicked
*/
static void ExportSelected_Clicked();
/**
* @return True if the export selected option is available to execute
*/
static bool ExportSelected_CanExecute();
static void ConfigureLightingBuildOptions( const FLightingBuildOptions& Options );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
static bool CanBuildLighting();
static bool CanBuildReflectionCaptures();
/**
* Build callbacks
*/
static void Build_Execute();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
static bool Build_CanExecute();
static void BuildAndSubmitToSourceControl_Execute();
static void BuildLightingOnly_Execute();
static bool BuildLighting_CanExecute();
static void BuildReflectionCapturesOnly_Execute();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
static bool BuildReflectionCapturesOnly_CanExecute();
static void BuildLightingOnly_VisibilityOnly_Execute();
static bool LightingBuildOptions_UseErrorColoring_IsChecked();
static void LightingBuildOptions_UseErrorColoring_Toggled();
static bool LightingBuildOptions_ShowLightingStats_IsChecked();
static void LightingBuildOptions_ShowLightingStats_Toggled();
static void BuildGeometryOnly_Execute();
static void BuildGeometryOnly_OnlyCurrentLevel_Execute();
static void BuildPathsOnly_Execute();
static void BuildHLODs_Execute();
static void BuildMinimap_Execute();
static void BuildTextureStreamingOnly_Execute();
static void BuildVirtualTextureOnly_Execute();
static void BuildAllLandscape_Execute();
static void SetLightingQuality( ELightingBuildQuality NewQuality );
static bool IsLightingQualityChecked( ELightingBuildQuality TestQuality );
static float GetLightingDensityIdeal();
static void SetLightingDensityIdeal( float Value );
static float GetLightingDensityMaximum();
static void SetLightingDensityMaximum( float Value );
static float GetLightingDensityColorScale();
static void SetLightingDensityColorScale( float Value );
static float GetLightingDensityGrayscaleScale();
static void SetLightingDensityGrayscaleScale( float Value );
static void SetLightingDensityRenderGrayscale();
static bool IsLightingDensityRenderGrayscaleChecked();
static void SetLightingResolutionStaticMeshes( ECheckBoxState NewCheckedState );
static ECheckBoxState IsLightingResolutionStaticMeshesChecked();
static void SetLightingResolutionBSPSurfaces( ECheckBoxState NewCheckedState );
static ECheckBoxState IsLightingResolutionBSPSurfacesChecked();
static void SetLightingResolutionLevel( FLightmapResRatioAdjustSettings::AdjustLevels NewLevel );
static bool IsLightingResolutionLevelChecked( FLightmapResRatioAdjustSettings::AdjustLevels TestLevel );
static void SetLightingResolutionSelectedObjectsOnly();
static bool IsLightingResolutionSelectedObjectsOnlyChecked();
static float GetLightingResolutionMinSMs();
static void SetLightingResolutionMinSMs( float Value );
static float GetLightingResolutionMaxSMs();
static void SetLightingResolutionMaxSMs( float Value );
static float GetLightingResolutionMinBSPs();
static void SetLightingResolutionMinBSPs( float Value );
static float GetLightingResolutionMaxBSPs();
static void SetLightingResolutionMaxBSPs( float Value );
static int32 GetLightingResolutionRatio();
static void SetLightingResolutionRatio( int32 Value );
static void SetLightingResolutionRatioCommit( int32 Value, ETextCommit::Type CommitInfo);
static void ShowLightingStaticMeshInfo();
static void AttachToActor(AActor* ParentActorPtr );
static void AttachToSocketSelection(FName SocketName, AActor* ParentActorPtr);
static void SetMaterialQualityLevel( EMaterialQualityLevel::Type NewQualityLevel );
static bool IsMaterialQualityLevelChecked( EMaterialQualityLevel::Type TestQualityLevel );
static void ToggleFeatureLevelPreview();
static bool IsFeatureLevelPreviewEnabled();
static bool IsFeatureLevelPreviewActive();
static bool IsPreviewModeButtonVisible();
static void SetPreviewPlatform(FPreviewPlatformInfo NewPreviewPlatform);
static bool CanExecutePreviewPlatform(FPreviewPlatformInfo NewPreviewPlatform);
static bool IsPreviewPlatformChecked(FPreviewPlatformInfo NewPreviewPlatform);
static void GeometryCollection_SelectAllGeometry();
static void GeometryCollection_SelectNone();
static void GeometryCollection_SelectInverseGeometry();
static bool GeometryCollection_IsChecked();
/**
* Called when the Scene Stats button is clicked. Invokes the Primitive Stats dialog.
*/
static void ShowSceneStats();
/**
* Called when the Texture Stats button is clicked. Invokes the Texture Stats dialog.
*/
static void ShowTextureStats();
/**
* Called when the Map Check button is clicked. Invokes the Map Check dialog.
*/
static void MapCheck_Execute();
/** @return True if actions that should only be visible when source code is thought to be available */
static bool CanShowSourceCodeActions();
/**
* Called when the recompile buttons are clicked.
*/
static void RecompileGameCode_Clicked();
static bool Recompile_CanExecute();
#if WITH_LIVE_CODING
/**
* Enables live coding mode
*/
static void LiveCoding_ToggleEnabled();
/**
* Determines if live coding is enabled
*/
static bool LiveCoding_IsEnabled();
/**
* Starts live coding (in manual mode)
*/
static void LiveCoding_StartSession_Clicked();
/**
* Determines whether we can manually start live coding for the current session
*/
static bool LiveCoding_CanStartSession();
/**
* Shows the console
*/
static void LiveCoding_ShowConsole_Clicked();
/**
* Determines whether the console can be shown
*/
static bool LiveCoding_CanShowConsole();
/**
* Shows the settings panel
*/
static void LiveCoding_Settings_Clicked();
#endif
/**
* Called when requesting connection to source control
*/
static void ConnectToSourceControl_Clicked();
/**
* Called when Check Out Modified Files is clicked
*/
static void CheckOutModifiedFiles_Clicked();
static bool CheckOutModifiedFiles_CanExecute();
/**
* Called when Submit to Source Control is clicked
*/
static void SubmitToSourceControl_Clicked();
static bool SubmitToSourceControl_CanExecute();
/**
* Called when the FindInContentBrowser command is executed
*/
static void FindInContentBrowser_Clicked();
static bool FindInContentBrowser_CanExecute();
/** Called to when "Edit Asset" is clicked */
static void EditAsset_Clicked( const EToolkitMode::Type ToolkitMode, TWeakPtr< class SLevelEditor > LevelEditor, bool bAskMultiple );
static bool EditAsset_CanExecute();
/** Called when 'detach' is clicked */
static void DetachActor_Clicked();
static bool DetachActor_CanExecute();
/** Called when attach selected actors is pressed */
static void AttachSelectedActors();
/** Called when the actor picker needs to be used to select a new parent actor */
static void AttachActorIteractive();
/** @return true if the selected actor can be attached to the given parent actor */
static bool IsAttachableActor( const AActor* const ParentActor );
/** Called when create new outliner folder is clicked */
static void CreateNewOutlinerFolder_Clicked();
/** Called when the go here command is clicked
*
* @param Point - Specified point to go to. If null, a point will be calculated from current mouse position
*/
static void GoHere_Clicked( const FVector* Point );
/** Called when selected actor can be used to start a play session */
static void PlayFromHere_Clicked(bool bFloatingWindow);
static bool PlayFromHere_IsVisible();
/** Called when 'Go to Code for Actor' is clicked */
static void GoToCodeForActor_Clicked();
static bool GoToCodeForActor_CanExecute();
static bool GoToCodeForActor_IsVisible();
/** Called when 'Go to Documentation for Actor' is clicked */
static void GoToDocsForActor_Clicked();
/**
* Called when the LockActorMovement command is executed
*/
static void LockActorMovement_Clicked();
/**
* @return true if the lock actor menu option should appear checked
*/
static bool LockActorMovement_IsChecked();
/**
* Called when the AddActor command is executed
*
* @param ActorFactory The actor factory to use when adding the actor
* @param bUsePlacement Whether to use the placement editor. If not, the actor will be placed at the last click.
* @param ActorLocation [opt] If NULL, positions the actor at the mouse location, otherwise the location specified. Default is true.
*/
static void AddActor_Clicked( UActorFactory* ActorFactory, FAssetData AssetData);
Added abililty to snap actors to surfaces in the world whilst dragging in the viewport. #ttp 323078 - Actor drag preview does not respect actor factory spawn position offset #ttp 309631 - TOOLS FEATURE: Asset placement: Align placed assets with surface placed on #ttp 335001 - UE4: EDITOR:"Paste here" works inconsistently #ttp 334066 - EDITOR: PAPER2D: Dragging a mesh into an ortho viewport does not provide a preview There is a lot of work here: * I have moved and unified all the prop preview and drag alignment code that attempted to align objects to surfaces in the world to a new class, FActorPositioning. This fixes inconsistent behaviour between the drop previews, actual placement, and drag alignment. * I have tidied up the methods by which surface alignment is performed in UActorFactory. There is now a virtual method for factories to define *how* an actor should be aligned to the surface. This allows us to specify different alignment routines for things like static meshes, decals and lights. * Actor factories now create actors with an FTransform rather than specifying pointers to location and rotation vectors. This makes creation simpler and parameter passing less error prone. As far as I can see, the rotation was only used for surface snapping which is now handled by the factory anyway. * Surface snapping can be controlled by the editor viewport toggle button, or via a keyboard command set in the editor preferences * It is possible to override the default placement offset when aligning actors to surfaces. SnapOffsetExtent can be found in the editor viewport preferences. * Finding a valid snap position no longer uses a hitproxy as this was prone to error and does not work correctly when dragging actors that render their own hit proxies. * ClickLocation and ClickPlane are now more consistently set and managed. I have tried to remove excess assignment to these variables to clarify their use and purpose. [CL 2223237 by Andrew Rodham in Main branch]
2014-07-18 10:09:21 -04:00
static AActor* AddActor( UActorFactory* ActorFactory, const FAssetData& AssetData, const FTransform* ActorLocation );
/**
* Called when the AddActor command is executed and a class is selected in the actor browser
*
* @param ActorClass The class of the actor to add
*/
static void AddActorFromClass_Clicked( UClass* ActorClass );
Added abililty to snap actors to surfaces in the world whilst dragging in the viewport. #ttp 323078 - Actor drag preview does not respect actor factory spawn position offset #ttp 309631 - TOOLS FEATURE: Asset placement: Align placed assets with surface placed on #ttp 335001 - UE4: EDITOR:"Paste here" works inconsistently #ttp 334066 - EDITOR: PAPER2D: Dragging a mesh into an ortho viewport does not provide a preview There is a lot of work here: * I have moved and unified all the prop preview and drag alignment code that attempted to align objects to surfaces in the world to a new class, FActorPositioning. This fixes inconsistent behaviour between the drop previews, actual placement, and drag alignment. * I have tidied up the methods by which surface alignment is performed in UActorFactory. There is now a virtual method for factories to define *how* an actor should be aligned to the surface. This allows us to specify different alignment routines for things like static meshes, decals and lights. * Actor factories now create actors with an FTransform rather than specifying pointers to location and rotation vectors. This makes creation simpler and parameter passing less error prone. As far as I can see, the rotation was only used for surface snapping which is now handled by the factory anyway. * Surface snapping can be controlled by the editor viewport toggle button, or via a keyboard command set in the editor preferences * It is possible to override the default placement offset when aligning actors to surfaces. SnapOffsetExtent can be found in the editor viewport preferences. * Finding a valid snap position no longer uses a hitproxy as this was prone to error and does not work correctly when dragging actors that render their own hit proxies. * ClickLocation and ClickPlane are now more consistently set and managed. I have tried to remove excess assignment to these variables to clarify their use and purpose. [CL 2223237 by Andrew Rodham in Main branch]
2014-07-18 10:09:21 -04:00
static AActor* AddActorFromClass( UClass* ActorClass );
/**
* Replaces currently selected actors with an actor from the given actor factory
*
* @param ActorFactory The actor factory to use in replacement
*/
static void ReplaceActors_Clicked( UActorFactory* ActorFactory, FAssetData AssetData );
static AActor* ReplaceActors( UActorFactory* ActorFactory, const FAssetData& AssetData );
/**
* Called when the ReplaceActor command is executed and a class is selected in the actor browser
*
* @param ActorClass The class of the actor to replace
*/
static void ReplaceActorsFromClass_Clicked( UClass* ActorClass );
/**
* Called to check to see if the Edit commands can be executed
*
* @return true, if the operation can be performed
*/
static bool Duplicate_CanExecute();
static bool Delete_CanExecute();
static void Rename_Execute();
static bool Rename_CanExecute();
static bool Cut_CanExecute();
static bool Copy_CanExecute();
static bool Paste_CanExecute();
static bool PasteHere_CanExecute();
/**
* Called when many of the menu items in the level editor context menu are clicked
*
* @param Command The command to execute
*/
static void ExecuteExecCommand( FString Command );
/**
* Called when selecting all actors of the same class that is selected
*
* @param bArchetype true to also check that the archetype is the same
*/
static void OnSelectAllActorsOfClass( bool bArchetype );
/** Called to see if all selected actors are the same class */
static bool CanSelectAllActorsOfClass();
/** Called when selecting the actor that owns the currently selected component(s) */
static void OnSelectComponentOwnerActor();
/** Called to see if any components are selected */
static bool CanSelectComponentOwnerActor();
/**
* Called to select all lights
*/
static void OnSelectAllLights();
/** Selects stationary lights that are exceeding the overlap limit. */
static void OnSelectStationaryLightsExceedingOverlap();
/**
* Called when selecting an Actor's (if available) owning HLOD cluster
*/
static void OnSelectOwningHLODCluster();
/**
* Called to change bsp surface alignment
*
* @param AlignmentMode The new alignment mode
*/
static void OnSurfaceAlignment( ETexAlign AligmentMode );
/**
* Called to apply a material to selected surfaces
*/
static void OnApplyMaterialToSurface();
/**
* Called when the RegroupActor command is executed
*/
static void RegroupActor_Clicked();
/**
* Called when the UngroupActor command is executed
*/
static void UngroupActor_Clicked();
/**
* Called when the LockGroup command is executed
*/
static void LockGroup_Clicked();
/**
* Called when the UnlockGroup command is executed
*/
static void UnlockGroup_Clicked();
/**
* Called when the AddActorsToGroup command is executed
*/
static void AddActorsToGroup_Clicked();
/**
* Called when the RemoveActorsFromGroup command is executed
*/
static void RemoveActorsFromGroup_Clicked();
/**
* Called when the location grid snap is toggled off and on
*/
static void LocationGridSnap_Clicked();
/**
* @return Returns whether or not location grid snap is enabled
*/
static bool LocationGridSnap_IsChecked();
/**
* Called when the rotation grid snap is toggled off and on
*/
static void RotationGridSnap_Clicked();
/**
* @return Returns whether or not rotation grid snap is enabled
*/
static bool RotationGridSnap_IsChecked();
/**
* Called when the scale grid snap is toggled off and on
*/
static void ScaleGridSnap_Clicked();
/**
* @return Returns whether or not scale grid snap is enabled
*/
static bool ScaleGridSnap_IsChecked();
/** Called when "Keep Simulation Changes" is clicked in the viewport right click menu */
static void OnKeepSimulationChanges();
/** @return Returns true if 'Keep Simulation Changes' can be used right now */
static bool CanExecuteKeepSimulationChanges();
/**
* Makes the currently selected actors level the current level
* If multiple actors are selected they must all be in the same level
*/
static void OnMakeSelectedActorLevelCurrent();
/**
* Moves the currently selected actors to the current level
*/
static void OnMoveSelectedToCurrentLevel();
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
/** Finds the currently selected actor(s) level in the content browser */
static void OnFindActorLevelInContentBrowser();
/** @return Returns true if all selected actors are from the same level and hence can browse to it in the content browser */
static bool CanExecuteFindActorLevelInContentBrowser();
/**
* Selects the currently selected actor(s) levels in the level browser
* Deselecting everything else first
*/
static void OnFindLevelsInLevelBrowser();
/**
* Selects the currently selected actor(s) levels in the level browser
*/
static void OnSelectLevelInLevelBrowser();
/**
* Deselects the currently selected actor(s) levels in the level browser
*/
static void OnDeselectLevelInLevelBrowser();
/**
* Finds references to the currently selected actor(s) in level scripts
*/
static void OnFindActorInLevelScript();
/** Select the world info actor and show the properties */
static void OnShowWorldProperties( TWeakPtr< SLevelEditor > LevelEditor );
/** Open the Place Actors Panel */
static void OpenPlaceActors();
/** Open the Content Browser */
static void OpenContentBrowser();
/** Open the Marketplace */
static void OpenMarketplace();
/** Import content into a chosen location*/
static void ImportContent();
/** Checks out the Project Settings config */
static void CheckOutProjectSettingsConfig();
/** Open the level's blueprint in Kismet2 */
static void OpenLevelBlueprint( TWeakPtr< SLevelEditor > LevelEditor );
/** Returns TRUE if the user can edit the game mode Blueprint, this requires the DefaultEngine config file to be writable */
static bool CanSelectGameModeBlueprint();
/** Helps the user create a Blueprint class */
static void CreateBlankBlueprintClass();
/** Can the selected actors be converted to a blueprint class in any of the supported ways? */
static bool CanConvertSelectedActorsIntoBlueprintClass();
/** Bring up the convert actors to blueprint UI */
static void ConvertSelectedActorsIntoBlueprintClass();
/** Shows only selected actors, hiding any unselected actors and unhiding any selected hidden actors. */
static void OnShowOnlySelectedActors();
/**
* View callbacks
*/
static void OnToggleTransformWidgetVisibility();
static bool OnGetTransformWidgetVisibility();
static void OnAllowTranslucentSelection();
static bool OnIsAllowTranslucentSelectionEnabled();
static void OnAllowGroupSelection();
static bool OnIsAllowGroupSelectionEnabled();
static void OnToggleStrictBoxSelect();
static bool OnIsStrictBoxSelectEnabled();
static void OnToggleTransparentBoxSelect();
static bool OnIsTransparentBoxSelectEnabled();
static void OnDrawBrushMarkerPolys();
static bool OnIsDrawBrushMarkerPolysEnabled();
static void OnToggleOnlyLoadVisibleInPIE();
static bool OnIsOnlyLoadVisibleInPIEEnabled();
static void OnToggleSocketSnapping();
static bool OnIsSocketSnappingEnabled();
static void OnToggleParticleSystemLOD();
static bool OnIsParticleSystemLODEnabled();
static void OnToggleFreezeParticleSimulation();
static bool OnIsParticleSimulationFrozen();
static void OnToggleParticleSystemHelpers();
static bool OnIsParticleSystemHelpersEnabled();
static void OnToggleLODViewLocking();
static bool OnIsLODViewLockingEnabled();
static void OnToggleLevelStreamingVolumePrevis();
static bool OnIsLevelStreamingVolumePrevisEnabled();
static FText GetAudioVolumeToolTip();
static float GetAudioVolume();
static void OnAudioVolumeChanged(float Volume);
static bool GetAudioMuted();
static void OnAudioMutedChanged(bool bMuted);
static void OnEnableActorSnap();
static bool OnIsActorSnapEnabled();
static FText GetActorSnapTooltip();
static float GetActorSnapSetting();
static void SetActorSnapSetting(float Distance);
static void OnEnableVertexSnap();
static bool OnIsVertexSnapEnabled();
static void OnToggleHideViewportUI();
static bool IsViewportUIHidden();
static bool IsEditorModeActive( FEditorModeID EditorMode );
static void MakeBuilderBrush( UClass* BrushBuilderClass );
static void OnAddVolume( UClass* VolumeClass );
static void SelectActorsInLayers();
static void SetWidgetMode( UE::Widget::EWidgetMode WidgetMode );
static bool IsWidgetModeActive( UE::Widget::EWidgetMode WidgetMode );
static bool CanSetWidgetMode( UE::Widget::EWidgetMode WidgetMode );
static bool IsTranslateRotateModeVisible();
static void SetCoordinateSystem( ECoordSystem CoordSystem );
static bool IsCoordinateSystemActive( ECoordSystem CoordSystem );
/**
* Return a world
*/
static class UWorld* GetWorld();
public:
/**
* Moves the selected elements to the grid.
*/
static void MoveElementsToGrid_Clicked( bool InAlign, bool InPerElement );
/**
* Snaps a selected actor to the camera view.
*/
static void SnapObjectToView_Clicked();
/**
* Copy the file path where the actor is saved.
*/
static void CopyActorFilePathtoClipboard_Clicked();
/**
* Shows the history of the file containing the actor.
*/
static void ShowActorHistory_Clicked();
/**
* Checks whether ShowActorHistory can be executed on the selected actors.
* @return True if ShowActorHistory can be executer on the selected actors.
*/
static bool ShowActorHistory_CanExecute();
/**
* Moves the selected elements to the last selected element.
*/
static void MoveElementsToElement_Clicked( bool InAlign );
/**
* Snaps an actor to the currently selected 2D snap layer
*/
static void SnapTo2DLayer_Clicked();
/**
* Checks to see if at least a single actor is selected and the 2D editor mode is enabled
* @return true if it can execute.
*/
static bool CanSnapTo2DLayer();
/**
* Snaps an actor to the currently selected 2D snap layer
*/
static void MoveSelectionToDifferent2DLayer_Clicked(bool bGoingUp, bool bForceToTopOrBottom);
/**
* Checks to see if at least a single actor is selected and the 2D editor mode is enabled and there is a layer above/below the current setting
* @return true if it can execute.
*/
static bool CanMoveSelectionToDifferent2DLayer(bool bGoingUp);
/**
* Changes the active 2D snap layer to one a delta above or below the current layer
*/
static void Select2DLayerDeltaAway_Clicked(int32 Delta);
/**
* Snaps the selected elements to the floor. Optionally will align with the trace normal.
* @param InAlign Whether or not to rotate the actor to align with the trace normal.
* @param InUseLineTrace Whether or not to only trace with a line through the world.
* @param InUseBounds Whether or not to base the line trace off of the bounds.
* @param InUsePivot Whether or not to use the pivot position.
*/
static void SnapToFloor_Clicked( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot );
/**
* Snaps the selected elements to another element. Optionally will align with the trace normal.
* @param InAlign Whether or not to rotate the actor to align with the trace normal.
* @param InUseLineTrace Whether or not to only trace with a line through the world.
* @param InUseBounds Whether or not to base the line trace off of the bounds.
* @param InUsePivot Whether or not to use the pivot position.
*/
static void SnapElementsToElement_Clicked( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot );
/**
* Aligns brush verticies to the nearest grid point.
*/
static void AlignBrushVerticesToGrid_Execute();
/**
* Checks to see if at least one actor is selected
* @return true if it can execute.
*/
static bool ActorSelected_CanExecute();
enum EActorTypeFlags : uint8
{
IncludePawns = 1 << 0,
IncludeStaticMeshes = 1 << 1,
IncludeSkeletalMeshes = 1 << 2,
IncludeEmitters = 1 << 3,
};
/**
* Checks to see if at least one actor (of the given types) is selected
*
* @param TypeFlags actor types to look for - one or more of EActorTypeFlags or'ed together
* @param bSingleOnly if true, then requires selection to be exactly one actor
* @return true if it can execute.
*/
static bool ActorTypesSelected_CanExecute(EActorTypeFlags TypeFlags, bool bSingleOnly);
/**
* Checks to see if multiple actors are selected
* @return true if it can execute.
*/
static bool ActorsSelected_CanExecute();
/**
* Checks to see if at least one element is selected
* @return true if it can execute.
*/
static bool ElementSelected_CanExecute();
/**
* Checks to see if multiple elements are selected
* @return true if it can execute.
*/
static bool ElementsSelected_CanExecute();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
/** Called when 'Open Merge Actor' is clicked */
static void OpenMergeActor_Clicked();
private:
/**
* Moves the selected elements.
* @param InDestination The destination element we want to move this element to, or invalid to move to the grid
*/
static void MoveTo_Clicked( const UTypedElementSelectionSet* InSelectionSet, const bool InAlign, bool InPerElement, const TTypedElement<ITypedElementWorldInterface>& InDestination = TTypedElement<ITypedElementWorldInterface>() );
/**
* Snaps the selected elements. Optionally will align with the trace normal.
* @param InAlign Whether or not to rotate the actor to align with the trace normal.
* @param InUseLineTrace Whether or not to only trace with a line through the world.
* @param InUseBounds Whether or not to base the line trace off of the bounds.
* @param InUsePivot Whether or not to use the pivot position.
* @param InDestination The destination element we want to move this actor to, or invalid to go towards the floor
*/
static void SnapTo_Clicked(const UTypedElementSelectionSet* InSelectionSet, const bool InAlign, const bool InUseLineTrace, const bool InUseBounds, const bool InUsePivot, const TTypedElement<ITypedElementWorldInterface>& InDestination = TTypedElement<ITypedElementWorldInterface>() );
/**
* Create and apply animation to the SkeletalMeshComponent if Simulating
*
* @param EditorActor Editor Counterpart Actor
* @param SimActor Simulating Actor in PIE or SIE
*/
static bool SaveAnimationFromSkeletalMeshComponent(AActor * EditorActor, AActor * SimActor, TArray<class USkeletalMeshComponent*> & OutEditorComponents);
};