Files
UnrealEngineUWP/Engine/Source/Editor/MeshPaint/Private/BaseMeshPaintGeometryAdapter.cpp

177 lines
7.0 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
#include "BaseMeshPaintGeometryAdapter.h"
bool FBaseMeshPaintGeometryAdapter::Initialize()
{
return InitializeVertexData() && BuildOctree();
}
bool FBaseMeshPaintGeometryAdapter::BuildOctree()
{
bool bValidOctree = false;
if (MeshVertices.Num() > 0 && MeshIndices.Num() > 0)
{
bValidOctree = true;
// First determine bounding box of mesh verts
FBox Bounds(ForceInit);
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
for (const FVector& Vertex : MeshVertices)
{
Bounds += Vertex;
}
MeshTriOctree = MakeUnique<FMeshPaintTriangleOctree>(Bounds.GetCenter(), Bounds.GetExtent().GetMax());
const uint32 NumIndexBufferIndices = MeshIndices.Num();
check(NumIndexBufferIndices % 3 == 0);
const uint32 NumTriangles = NumIndexBufferIndices / 3;
for (uint32 TriIndex = 0; TriIndex < NumTriangles; ++TriIndex)
{
// Grab the vertex indices and points for this triangle
FMeshPaintTriangle MeshTri;
MeshTri.Vertices[0] = MeshVertices[MeshIndices[TriIndex * 3 + 0]];
MeshTri.Vertices[1] = MeshVertices[MeshIndices[TriIndex * 3 + 1]];
MeshTri.Vertices[2] = MeshVertices[MeshIndices[TriIndex * 3 + 2]];
MeshTri.Normal = FVector::CrossProduct(MeshTri.Vertices[1] - MeshTri.Vertices[0], MeshTri.Vertices[2] - MeshTri.Vertices[0]).GetSafeNormal();
MeshTri.Index = TriIndex;
FBox TriBox;
TriBox.Min.X = FMath::Min3(MeshTri.Vertices[0].X, MeshTri.Vertices[1].X, MeshTri.Vertices[2].X);
TriBox.Min.Y = FMath::Min3(MeshTri.Vertices[0].Y, MeshTri.Vertices[1].Y, MeshTri.Vertices[2].Y);
TriBox.Min.Z = FMath::Min3(MeshTri.Vertices[0].Z, MeshTri.Vertices[1].Z, MeshTri.Vertices[2].Z);
TriBox.Max.X = FMath::Max3(MeshTri.Vertices[0].X, MeshTri.Vertices[1].X, MeshTri.Vertices[2].X);
TriBox.Max.Y = FMath::Max3(MeshTri.Vertices[0].Y, MeshTri.Vertices[1].Y, MeshTri.Vertices[2].Y);
TriBox.Max.Z = FMath::Max3(MeshTri.Vertices[0].Z, MeshTri.Vertices[1].Z, MeshTri.Vertices[2].Z);
MeshTri.BoxCenterAndExtent = FBoxCenterAndExtent(TriBox);
MeshTriOctree->AddElement(MeshTri);
}
}
return bValidOctree;
}
const TArray<FVector>& FBaseMeshPaintGeometryAdapter::GetMeshVertices() const
{
return MeshVertices;
}
const TArray<uint32>& FBaseMeshPaintGeometryAdapter::GetMeshIndices() const
{
return MeshIndices;
}
void FBaseMeshPaintGeometryAdapter::GetVertexPosition(int32 VertexIndex, FVector& OutVertex) const
{
OutVertex = MeshVertices[VertexIndex];
}
TArray<uint32> FBaseMeshPaintGeometryAdapter::SphereIntersectTriangles(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing) const
{
TArray<uint32> OutTriangles;
// Use a bit of distance bias to make sure that we get all of the overlapping triangles. We
// definitely don't want our brush to be cut off by a hard triangle edge
const float SquaredRadiusBias = ComponentSpaceSquaredBrushRadius * 0.025f;
MeshTriOctree->FindElementsWithBoundsTest(FBoxCenterAndExtent(ComponentSpaceBrushPosition, FVector(FMath::Sqrt(ComponentSpaceSquaredBrushRadius + SquaredRadiusBias))), [bOnlyFrontFacing , &OutTriangles, &ComponentSpaceCameraPosition](const FMeshPaintTriangle& CurrentTri)
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
{
const float SignedPlaneDist = FVector::PointPlaneDist(ComponentSpaceCameraPosition, CurrentTri.Vertices[0], CurrentTri.Normal);
if (!bOnlyFrontFacing || SignedPlaneDist < 0.0f)
{
OutTriangles.Add(CurrentTri.Index);
}
});
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
return OutTriangles;
}
void FBaseMeshPaintGeometryAdapter::GetInfluencedVertexIndices(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, TSet<int32> &InfluencedVertices) const
{
// Get a list of (optionally front-facing) triangles that are within a reasonable distance to the brush
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3483207) #lockdown Nick.Penwarden #rb na Change 3483207 on 2017/06/09 by Laurent.Delayen Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily. Repopulated DDC with all animations. #!codereview martin.wilson #!rb lina.halper #!tests loaded editor, ran a quick game. Change 3483107 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483106 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483105 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483104 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483103 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483101 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483100 on 2017/06/09 by Andrew.Grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne Change 3482985 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3482984 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3482983 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3482982 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3482981 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3482612 on 2017/06/09 by Frank.Fella Niagara - Fix various wiring issues. + Reverting dynamic inputs no longer leaves the graph disconnected. + Reverting dynamic inputs no longer leaves the controls in the stack. + Adding multiple dynamic inputs to the same module now wires them correctly. + Adding dynamic inputs when there is already an override read now wires correctly. + Moving modules with dynamic inputs up and down and removing them now works correctly. #!tests Everything above. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3482449 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3482448 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3482444 on 2017/06/09 by Daniel.Lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant Change 3482261 on 2017/06/09 by Shaun.Kime Made Get/Set nodes available at all times. Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context. #!rb none #!tests n/a Change 3482147 on 2017/06/09 by Shaun.Kime Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set. #!rb none #!tests opened existing files Change 3482076 on 2017/06/09 by Wyeth.Johnson Resave to prevent the constant recompiling of DefaultParticle Change 3481302 on 2017/06/08 by Shaun.Kime Adding a FunctionCall derived node type that allows you to set any namespaced pin by name and type. #!rb none #!tests created emitter with values in spawn and update #!codereview frank.fella Change 3480830 on 2017/06/08 by Laurent.Delayen First batch of recompressed animations. #!codereview jay.hosfelt, dwayne.martin #!lockdown Andrew.Bains Change 3480524 on 2017/06/08 by Laurent.Delayen Fixed CompressAnimations Commandlet to work with new DDC refactor. #!codereview martin.wilson #!rb lina.halper #!tests Paragon full animation recompression. Change 3480278 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3480277 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3480276 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3480273 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3480270 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3480090 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3480089 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3480088 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3480087 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3480086 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3480085 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3480084 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3480083 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3480082 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3480081 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3480073 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3480072 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3480071 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3480070 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3480069 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3479910 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3479909 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3479906 on 2017/06/08 by Andrew.Grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled Change 3479800 on 2017/06/08 by Dan.Hertzka EditCondition UProperty metadata works on UStruct properties as well (including data table row structs) - Submitting on behalf of Jamie Dale (thanks Jamie!) #!rb Jamie.Dale #!tests EditCondition works for both UClass and UStruct properties Change 3479765 on 2017/06/08 by Simon.Tovey Allow overriding of collections per component from BP and a functional test map for it. #!rb none #!tests test map works #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3479205 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3479204 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3479203 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3479202 on 2017/06/07 by Andrew.Grant Locked 40.3 builds to 3472726 #!ROBOMERGE: !40.4 #!tests #!rb none Change 3479161 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3479160 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3479159 on 2017/06/07 by Daniel.Lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 #!codereview Gil.Gribb #!lockdown Andrew.Grant Change 3479012 on 2017/06/07 by Jeff.Williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output Change 3478991 on 2017/06/07 by Shaun.Kime Added auto-compile to emitters. It is an emitter-wide value, toggled by the dropdown next to the compile button. #!rb none #!tests made multiple edits to an emitter Change 3478976 on 2017/06/07 by Max.Chen Sequencer: Fix burnin when there are warmup frames. The current time used for the burnin is offset from the playback range's start time. When using warmup frames, the start time will include the warmup time so it needs to be factored out when setting the actual current time for the frame. #!jira UE-45737 #!rb none #!codereview andrew.rodham #!tests none Change 3478426 on 2017/06/07 by David.Ratti Expose some ability system stuff to blueprints: -Query for AGE Handle based on GE Query -Methods for accessing AGE start/end/duration values Test asset for bill for example #!rb none #!tests pie #!review-3478427 Jon.Lietz, @John.Nielson Change 3478424 on 2017/06/07 by Laurent.Delayen Prevent creating invalid 'VBCompactPoseData', resulting in crashes in Animation Modifiers. (Fix for licensee crash). #!rb lina.halper #!codereview martin.wilson #!tests Ice sync marker automator from Athomas. Change 3478151 on 2017/06/07 by David.Ratti spot edigrate GameplayTagQuery customization fix for crash when editing query on bp defaults. #!rb none #!tests compile Change 3477983 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3477982 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3477981 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3477980 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3477979 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3477941 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3477925 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) #!ROBOMERGE[ORION]: !Main Change 3477774 on 2017/06/07 by Alexis.Matte implement a dev-editor cl 3470188 Fix the material isolate for cloth or hair #!jira UE-38985 #!rb none #!tests none Change 3477722 on 2017/06/07 by Don.Eubanks Re-enabling D-Pad navigation support in card shop. Exposed OnNavigation to UserWidget in the form of NativeOnNavigation, leveraged this new feature to have the classes I care about (HandEntry / CardShopEquipSlot) Split out BaseButton_Group's "SelectNextButton" process into "GetButton" and "Select Button" so I could use the GetButton when doing navigation. #!rb matt.schembari #!tests Compile DebugGameEditor Win64 / Shipping Client PS4 Change 3477610 on 2017/06/07 by Shaun.Kime Fixing up emitter nodes in system graph when deleted #!rb none #!tests added/removed multiple emitters Change 3477528 on 2017/06/07 by Simon.Tovey ? Fixed up issue with interface function binding from the removal of variable IDs. ? Fixed issue where system parameters were garbage on the first tick of a system. ? Bypassed issue with component lifetime. When destroying systems in some cases the component is pending kill so it's weak ptr returns null. We need to investigate this further. #!rb none #!tests stuff works #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3477453 on 2017/06/07 by Alexis.Matte Fix morph target import #!jira OR-38471 #!rb none #!tests none #!ROBOMERGE: !Main #!lockdown Andrew.Grant Change 3477182 on 2017/06/07 by Frank.Fella Niagara - Rename files from class renames in last check-in. #!tests Compiled. #!rb none Change 3477171 on 2017/06/06 by Frank.Fella Niagara - Can now add dynamic inputs directly in the stack. #!tests Added dynamic inputs directly from the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3477115 on 2017/06/06 by Jeff.Williams Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) @3477068 #!rb none #!tests none Change 3477098 on 2017/06/06 by Jeff.Williams Initial branch of files from Release-40.4 (//Orion/Release-40.4) to Release-40.5 (//Orion/Release-40.5) Change 3476585 on 2017/06/06 by Mieszko.Zielinski EQS touches to hopefully address the elusive EQS NaN in live build #!Orion #!test golden path #!rb none Change 3476342 on 2017/06/06 by Laurent.Delayen FCSPose<PoseType>::ConvertToLocalPoses Allow root bone to be modified. Minor optimization: Take out root bone check from loop. #!rb lina.halper #!tests Ghost PIE Change 3476336 on 2017/06/06 by Shaun.Kime First pass at trying to prevent Wyeth's crash in the EmitterInstance destructor. #!rb none #!tests tried iterating with multiple changes between emitters/systems #!codereview simon.tovey, frank.fella, olaf.piesche Change 3476160 on 2017/06/06 by Shaun.Kime Removing ID's from FNiagaraVariables. Reworking existing code to properly handle this. #!rb none #!codereview simon.tovey, frank.fella, olaf.piesche #!tests recompiled and ran existing emitters, created system, iterated between system and emitter Change 3476157 on 2017/06/06 by Shaun.Kime Fixing code dependency #!rb none #!tests n/a Change 3476155 on 2017/06/06 by Shaun.Kime Added ability to get Emitter alias from parameter map #!tests n/a #!rb none Change 3476152 on 2017/06/06 by Shaun.Kime Fixing comment so that system tooltip was meaningful from creation menu #!rb none #!tests n/a Change 3476148 on 2017/06/06 by Shaun.Kime Removing gamethread checks as we use a parallel for to update emitter instances, causing this to always fail with multiple emitters in a system. #!rb none #!codereview simon.tovey, olaf.piesche #!tests added multiple emitters and didn't crash Change 3475898 on 2017/06/06 by Mieszko.Zielinski Manual recreation of CL#!3465092 #!UE4 By LukaszF: "fixed navigation area modifiers created from shape components: sphere and capsule" #!test golden path #!rb none Change 3475817 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3475816 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3475815 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3475814 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3475813 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3475812 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3475810 on 2017/06/06 by Andrew.Grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none Change 3475792 on 2017/06/06 by Jon.Lietz item cooldowns - added in native ability class (UOrionSourceItemAbility) that will be repsonsible for item keyword cooldowns and cost. - Moved Application, trigger and activation/deactivation of itemkeywords out of the deck instance and into UOrionSourceItemAbility. - added in support for cultivate card trait - added in to the engine FAbilityEndedData that will pass through delegates what ability ended the spec handle and if it was cancelled or not - added 2 delegates for when abilities end, one inside UAbilitySystemComponent::NotifyAbilityEnded() the other in UGameplayAbility::EndAbility() they bost pass through a const FAbilityEndedData& #!rb david.ratti #!tests buy and play cards Change 3475760 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3475759 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3475758 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3475757 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3475756 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3475755 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3475753 on 2017/06/06 by Andrew.Grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none #!review-3475754 @marcus.wassmer, @arne.schober Change 3475491 on 2017/06/06 by Simon.Tovey Feeding parameter collection values into simulaitons. ? Setup binding from parameter collections to simulation exec contexts. Data is fed in now. ? Modified names of collection parameter such that they're always uniquely associated with a particular collection. In case two sets use the same name for example. Required some name conversion between the internals and the UI. ? Modified node to not link to params by ID as they will be removed shortly. ? NiagaraWorldManager now ticking to push parameter data from global collections. ? Added BP function library call to grab the global collection instance for a collection and BP getters and setters for instances. ? Components also can override the global instance though this isn't hooked up to anything as yet. I imagine this will be handy for creating override volumes in the world and having components interpolate between those similar to post process volumes. Minor/unrelated ? Fixed crash on exit. Changed system instance in component to be Unique ptr and always access via component to more direcly control lifetime. ? Crash fix when getting matrices from parameter map. TypeEditorUtilities was null. ? Fixed bug in GetTypeDefaultValue() ? Fixed property tagging on FNiagaraStatScope #!tests emitters work. Data is fed in. #!rb none #!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella Change 3474483 on 2017/06/05 by Laurent.Delayen Added new BlendBoneByChannel AnimNode to blend two poses, per bone, per channel. For example blend only translation from Pelvis. #!rb none #!test Ghost #!codereview lina.halper Change 3474099 on 2017/06/05 by Alexis.Matte Copy/paste material should copy paste only the material instance #!rb none #!test none Change 3474073 on 2017/06/05 by Daniel.Lamb Added estimated timing for reatltime updates. #!rb Trivial #!test Launch build paragon. Change 3474066 on 2017/06/05 by Daniel.Lamb Increased heartbeat frequency for realtime cooking. #!rb Trivial #!test Realtime cooking Change 3473623 on 2017/06/05 by Daniel.Lamb Using notimeouts on client and server when running realtime cooking, as the client is slowed down making it timeout. #!rb Trivial #!test Realtime cook paragon orion_entry. Change 3473484 on 2017/06/05 by Frank.Fella Niagara - Preliminary support for dynamic inputs. #!tests Dynamic inputs are shown in the stack UI and their inputs are editable. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3473481 on 2017/06/05 by Frank.Fella Niagara - Highlight the connecting wire when hovering the wire itself or one of it's connected pins. #!tests The wire highlights. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3473480 on 2017/06/05 by Frank.Fella Niagara - Notify the graph that it has changed when adding and connecting pins on a node with dynamic pins. #!tests The graph is now shown as modified and needing compiling when connecting or adding pins on a node with dynamic pins. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3473479 on 2017/06/05 by Frank.Fella Niagara - Fix an issue where module inputs were not getting aliased correctly when there was more than one of the same node when modifying them from the stack. #!test The inputs now get aliased correctly. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3472889 on 2017/06/03 by Andrew.Grant Fixed merge error #!tests compiled #!rb none Change 3472547 on 2017/06/02 by Olaf.Piesche Use the correct number of instances after sim step; this makes killing particles work properly in GPU sim #!codereview simon.tovey #!rb none #!tests GPUTest emitter and OrbitalMotion test emitter Change 3472452 on 2017/06/02 by Olaf.Piesche More GPU spawn fixes; no more garbage particles in buffers after spawning with GPU simulation Bit more cleanup #!rb none #!tests GPUTest emitter #!codereview simon.tovey Change 3472284 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3472283 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3472282 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3472278 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3472275 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3472213 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3472202 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3471976 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3471975 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3471974 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3471973 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3471972 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3471966 on 2017/06/02 by Andrew.Grant Fixed robomerge integration #!tests #!rb none Change 3471845 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3471844 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3471843 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3471842 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3471835 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3471834 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3471833 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3471832 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3471831 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3471809 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3471806 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3471727 on 2017/06/02 by Andrew.Grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server #!review-3471728 @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - Change 3471689 on 2017/06/02 by Zak.Middleton #!ue4-orion - Added virtual OnClientCorrectionReceived() to CharacterMovement. Stubbed implementation for Orion to be replaced/augmented for analytics. #!codereview Andrew.Grant #!rb none #!jira OR-37131 #!tests Multi PIE Change 3471654 on 2017/06/02 by Andrew.Grant Merging file cull from //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb na Change 3471627 on 2017/06/02 by Andrew.Grant Merging file pruning from //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3471604 on 2017/06/02 by Nick.Reid Gauntlet script fixes #!tests ran locally #!rb AG Change 3471566 on 2017/06/02 by Nick.Reid AG - made local builds use editor server #!tests ran locally #!rb none Change 3471379 on 2017/06/02 by Ben.Marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none Change 3471304 on 2017/06/02 by andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_Clothing_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_ClothingCHECKED_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_ClothingPROFILE_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_Destructible_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_DestructibleCHECKED_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_DestructiblePROFILE_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX... #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Change 3471231 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3471205 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3471072 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3471024 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3471002 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3470976 on 2017/06/01 by Andrew.Grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none Change 3470672 on 2017/06/01 by Daniel.Lamb Added new commandline argument for gauntlet which allows seperate client commands. Fixed realtime cooking to pass commandline options correctly to the server and client. #!rb None #!test Realtime cooking paragon Change 3470645 on 2017/06/01 by Olaf.Piesche GPU sim part 2; cleanup, more bug fixing #!lockdown Andrew.Bains #!codereview simon.tovey #!rb none #!tests the usual Change 3470636 on 2017/06/01 by Daniel.Lamb Improved startup time of editor by reducing number of automatic cook platforms for realtime cooking. #!rb Trivial #!test Editor paragon. Change 3470472 on 2017/06/01 by Shaun.Kime Checkpointing work on compiling system and emitter graph. Very simple graphs of these types work now. No harm has befallen any of the previously working graphs. Some constants did change and you will MANUALLY NEED TO UPDATE any graphs referencing them. // Engine parameters are always read-only, no matter what level you are at. Engine.DeltaTime Engine.InverseDeltaTime Engine.ExecutionCount Engine.Owner.Position Engine.Owner.Velocity Engine.Owner.XAxis Engine.Owner.YAxis Engine.Owner.ZAxis Engine.Owner.LocalToWorld Engine.Owner.WorldToLocal Engine.Owner.LocalToWorldTransposed Engine.Owner.WorldToLocalTransposed // System parameters are writable in System Spawn/Update scripts and read-only otherwise. System.Age // Emitter parameters are writable in System Spawn/Update & Emitter Spawn/Update scripts and read-only otherwise. Emitter.Age Emitter.SpawnRate Emitter.SpawnInterval Emitter.InterpSpawnStartDt Emitter.PreviousSpawnRemainder #!rb none #!tests all existing graphs #!code.review frank.fella, simon.tovey, olaf.piesche Change 3469908 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3469907 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3469906 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3469905 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3469904 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3469903 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3469902 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3469901 on 2017/06/01 by Andrew.Grant Bumped script version to grab new publishing tools #!tests #!rb none Change 3469459 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: david.ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile #!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3469458 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: david.ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile #!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3469457 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: david.ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile #!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3469455 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: david.ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile #!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3469454 on 2017/06/01 by David.Ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile Change 3469422 on 2017/06/01 by Nick.Darnell Cursor - We shouldn't try to map the cursor for "None". Also fixing the ensure to use printf formatting. #!fyi Matt.Schembari #!rb none #!tests ran on PS4 Change 3469368 on 2017/06/01 by Daniel.Lamb Added support for precooked cook on the fly with realtime updates. Prefly for short. #!rb Andrew.Grant #!review-3468486 @Andrew.Grant, @Ben.Zeigler #!test Cook paragon, prefly paragon, shared cooked builds paragon Change 3469261 on 2017/06/01 by Simon.Tovey Main thrust of this CL is to improve parameter handling for both code complexity and performance. Also paves the way for simple binding of parameter collections. - Refactored much execution work into FNiagaraScriptExecutionContext and made them persistent objects. This should be usable for system level scripts too. - Moved paraemter storage to use FNiagaraParameterStore. Done away with all those arrays and searching to build a final temp buffer for execution. - Same buffer should work for CPU and GPU. - Now binding directly between parameter stores to push data down into execution contexts that use it. - Future CL will extend systems to bind to the parameter collections they use so edits to said collection will automatically propagate down into using emtiters. - Changed parameter collections slightly so their instances will always have the same layout and have a copy of all the collection's data. Will remove a couple of cases where a rebind would be required at runtime. MISC - Moved stats id creation to the script itself as this data was being duplicated for every emitter. - Moved previous frame parameter data for interpolated spawn to the start of the parameter buffer to better fit in with other changes. - Various minor bug fixes. #!rb Shaun.Kime #!tests Test emitters work. Maybe a few issues with GPU sim which I'll work through with Olaf. #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3469232 on 2017/06/01 by Ben.Marsh UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!fyi David.Ratti #!tests single file compile Change 3468842 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3468841 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3468840 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3468839 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3468838 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3468797 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3468796 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3468795 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3468794 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3468793 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3468661 on 2017/05/31 by Andrew.Grant Merging fix, mostly to get a new CL #!tests #!rb none Change 3468321 on 2017/05/31 by Andrew.Grant Merging //Orion/Dev-General @ 3466840 to Dev-General-Playtest (//Orion/Dev-General-Playtest) #!tests #!rb none Change 3468107 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3468106 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3468105 on 2017/05/31 by Mieszko.Zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant Change 3467855 on 2017/05/31 by Andrew.Grant Removed leftover test-code #!tests #!rb none Change 3467840 on 2017/05/31 by Andrew.Grant "redirected tag still in table" message will only be a warning if the redirected tag is not used as part of other hierarchies. E.g. Changing Foo to NewFoo will warn if NewFoo is still in the table, and Foo.Bar1 does not exist. #!review-3467804 @David.Ratti #!jira OR-39005 #!tests verified warning is skipped #!rb none Change 3467829 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3467828 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3467827 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3467826 on 2017/05/31 by Andrew.Grant Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE: !40.3 Change 3467610 on 2017/05/31 by David.Ratti Ability System: add non debug methods for getting direct access to attribute mods. #!rb none #!tests golden path #!review-3467611 @Jon.Lietz Change 3467358 on 2017/05/31 by Andrew.Grant Better fix for crash loading maps via content browser from TomS #!tests compiled, verified can still load astrolabe via content browser #!rb TomS Change 3466840 on 2017/05/31 by Andrew.Grant Better implementation of 3466788 workaround - now append old delegates to any new ones that have been added #!tests opened several maps #!rb none Change 3466811 on 2017/05/30 by Jeff.Williams Merging //Orion/Main to Release-40.4 (//Orion/Release-40.4) #!rb none #!tests none Change 3466796 on 2017/05/30 by Jeff.Williams Initial branch of files from Release-40.3 (//Orion/Release-40.3) to Release-40.4 (//Orion/Release-40.4) Change 3466788 on 2017/05/30 by Andrew.Grant Work-around for crash that can occur when loading a map that contains skeletal meshes via the content browser #!tests no longer crash loading astrolable via content browser #!rb none Change 3466787 on 2017/05/30 by Andrew.Grant Back out revision 33 from //Orion/Dev-General/Engine/Source/Runtime/Renderer/Private/RendererScene.cpp #!tests #!rb none Change 3466773 on 2017/05/30 by Andrew.Grant Work-around for crash loading levels from the content browser #!tests double-clicking Astrolobe no longer crashes #!rb none Change 3466192 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3466191 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3466190 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3466189 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3466188 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3466187 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3466186 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3466185 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3466184 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3466183 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3466182 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3466181 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3466180 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3466177 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3466176 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3466175 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3466172 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3466171 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3466170 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3466169 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3465947 on 2017/05/30 by Andrew.Grant Initial branch of files from Dev-General (//Orion/Dev-General) to Dev-General-Playtest (//Orion/Dev-General-Playtest) Change 3465650 on 2017/05/30 by Mieszko.Zielinski Plugged in Playbook-declared initial bot behaviors #!Orion The first behavior is going down to the jungle and placing wards Also: Implemented an Orion AITask for graph-pathfinding #!test golden path #!rb none Change 3465622 on 2017/05/30 by Mieszko.Zielinski Fixed a bug in PathFollowingComponent's path segment switching that could result in wrong behavior or crashes #!UE4 #!rb Lukasz.Furman #!test golden path Change 3465382 on 2017/05/30 by Alexis.Matte Fix two morph target crash #!rb jeanmichel.dignard #!test none #!jira OR-38471 Change 3464152 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3464151 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3464150 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3464148 on 2017/05/29 by Andrew.Grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none #!review-3464149 @jason.bestimt, @daniel.lamb Change 3464147 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3464146 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3464145 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3464144 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3464143 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3464142 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3464140 on 2017/05/29 by Andrew.Grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none #!review-3464141 @jason.bestimt, @daniel.lamb, @ryan.gerleve Change 3464138 on 2017/05/29 by Andrew.Grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none #!review-3464139 @daniel.lamb, @jason.bestimt Change 3464137 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3464136 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3464135 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3464134 on 2017/05/29 by Andrew.Grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none Change 3463889 on 2017/05/28 by David.Ratti refactor GE creation menu code to be less nesty #!rb none #!tests compiles on my machine Change 3462711 on 2017/05/26 by David.Ratti Ensure unique asset name when creating GEs through GE creation menu (currently disabled until builder issue sorted) #!rb none #!tests editor Change 3462619 on 2017/05/26 by Olaf.Piesche GPU sim work - WARNING: WORK IN PROGRESS You can get something on screen, but there's cleanup and bug fixing still left to do. Trying to get this checked in to avoid more merging problems in the near future. GPU dispatch execution works, rendering of sprites no longer creates an explicit vertex buffer and should be quite a bit faster for CPU sim as well. Still working on getting the sim step moved over entirely to the simulation batcher; currently, this has all sorts of problems with GPU sim, so please be advised that switching an emitter to GPU sim will currently not work with anything that uses data interfaces AND MAY CRASH YOUR MACHINE in rare instances. I'm working on finalizing the remaining steps. tl;dr: CPU simulation should be unaffected. CPU rendering of sprites should be faster. GPU sim may make the universe implode. #!tests checked test emitters in CPU mode, ran GPUTest in GPU mode (works with known bugs when spawning) #!lockdown andrew.bains #!codereview simon.tovey #!rb none Change 3462617 on 2017/05/26 by Matt.Kuhlenschmidt Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. Refactored the niagrata script panel to use a proper details customization instead of custom widgets #!rb frank.fella #!tests niagara Change 3462568 on 2017/05/26 by Andrew.Grant Disabling UGameplayEffectCreationMenu::AddMenuExtensions to get a build out. #!tests #!rb none Change 3462372 on 2017/05/26 by Andrew.Grant Disable optimizations around this function to see if it prevents internal compiler errors on build machines. (Could be due to builders not running VS2015 SP3) #!tests compiled locally #!rb none #!review-3462373 @David.Ratti Change 3462362 on 2017/05/26 by David.Ratti Fix for periodic damage GEs not properly pushing a GE context when they tick/execute. Was causing warnings / qualifiers to no work on periodic GEs. #!rb none #!tests pie #!review-3462364 @Jon.Lietz Change 3462161 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: paul.moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3462160 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: paul.moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3462159 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: paul.moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3462158 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: paul.moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461941 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461940 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461939 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461938 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461937 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461868 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461867 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461866 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461865 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461861 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461655 on 2017/05/26 by Paul.Moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant Change 3461648 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461645 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461644 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461643 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461642 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461598 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461597 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461596 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461595 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461594 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461566 on 2017/05/26 by Andrew.Grant Merging blocked robomerge change from //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb none Change 3461507 on 2017/05/26 by andrew.grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Source/OrionGame/OrionEngine.h #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Change 3461500 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461499 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461498 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461495 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461494 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461493 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461492 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461491 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461467 on 2017/05/26 by David.Ratti GameplayEffectCreationMenu Data driven way to add heirachial list of common parent GEs that is accessible through content browser's right click menus Designers can maintain configable list of gameplay effects they want to appear in these menus. #!rb none #!tests editor #!review-3461469 @Billy.Bramer Change 3461385 on 2017/05/26 by David.Ratti Change FContentBrowserModule::AssetContextMenuExtenders to use FContentBrowserMenuExtender_SelectedPaths delegate types. This enables extenders to get current path of the content browser. #!review-3461386 @Jamie.Dale #!rb none #!tests editor Change 3461347 on 2017/05/26 by Andrew.Grant Restored deprecation mark #!rb #!tests none Change 3461343 on 2017/05/26 by Don.Eubanks Added in some Analog Cursor features from Fortnite. OrionAnalogCursor now supports an "auto hover" mode, where Navigation events cause the cursor to be teleported to the center of the destination widget. In Orion specifically we support using the left stick to transition out of Auto Hover mode back into regular analog cursor mode. Not-yet-implemented features: * Need better resuming when transitioning from stick to d-pad, currently things you hover are not automatically focused, but they should be so that navigation will pick up at the right spot. * Cursor doesn't properly fully hide on PC in PIE (potentially also in Client), needs more investigation. Added some better hover coloring / state data in Card Shop / Attribute Row so the d-pad highlighting is more apparent. #!rb philip.buuck #!tests Used d-pad to navigate through Card Shop, verified transition to sticks and back. Verified that the feature does not work in the FrontEnd. Change 3460684 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3460683 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3460682 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3460681 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3460680 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3460654 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3460653 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3460652 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3460651 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3460650 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3460649 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile #!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3460648 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile #!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3460647 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile #!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3460645 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile #!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3460428 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3460427 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3460426 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3460425 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3460424 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3460398 on 2017/05/25 by Andrew.Grant Fix for non-unity issues #!tests #!rb none Change 3460178 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3460177 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3460176 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3460175 on 2017/05/25 by Andrew.Grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none Change 3460120 on 2017/05/25 by Alexis.Matte Fix Unregistering of SelectLodChanged delegate for staticmesh editor #!jira UE-45346 #!rb none #!tests none Change 3459820 on 2017/05/25 by Shaun.Kime Compile error fix #!rb none #!tests n/a Change 3459703 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3459702 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3459701 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3459699 on 2017/05/25 by Andrew.Grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none Change 3459190 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3459189 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3459188 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3459187 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3459186 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3458973 on 2017/05/25 by Lina.Halper Slave mesh component not clearing morphtarget #!rb: Martin.Wilson #!jira: https://jira.it.epicgames.net/browse/OR-38475 #!tests: PIE with Wukong Change 3457697 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3457696 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3457695 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3457691 on 2017/05/24 by Andrew.Grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none #!review-3457692 @David.Ratti Change 3457371 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3457370 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3457369 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3457367 on 2017/05/24 by Andrew.Grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none Change 3457310 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3457307 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3457306 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3457305 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3457304 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3457028 on 2017/05/24 by Andrew.Grant Copying fix for hidden window perf from 4.16 branch #!tests #!rb none Change 3456896 on 2017/05/24 by Alexis.Matte Fix crash when adding LOD in a static mesh #!jira UE-45346 #!rb none #!tests none Change 3456853 on 2017/05/24 by Laurent.Delayen Fix for crash in FAnimationRuntime::CreateMaskWeights when MaskBoneIndex is not valid. #!rb none #!codereview lina.halper #!tests Medic in Monolith. Change 3456847 on 2017/05/24 by Andrew.Grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none Change 3456829 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3456823 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3456822 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3456821 on 2017/05/24 by Andrew.Grant Add better way of getting peak memory for test report #!tests ran locally #!rb none Change 3456811 on 2017/05/24 by Frank.Fella Niagara - Fix stack overflow when calling GetParameterMaps for a graph. #!tests No longer has a stack overflow. #!rb Shaun.Kime Change 3456756 on 2017/05/24 by Andrew.Grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) #!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Change 3456730 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3456729 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3456726 on 2017/05/24 by Andrew.Grant Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none Change 3456650 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3456649 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3456645 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3456644 on 2017/05/24 by Andrew.Grant Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE: !40.2 Change 3456609 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3456608 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3456607 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3456606 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3456605 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3456575 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3456574 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3456573 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3456572 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3456571 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3456500 on 2017/05/24 by David.Ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile Change 3456463 on 2017/05/24 by Simon.Tovey Parameter collections phase 3. Instances and beginnings of improved storage for all parameters. #!codereview Frank.Fella, Shaun.Kime #!rb Frank.Fella, Shaun.Kime #!tests Asset and editor appear to be working. Few rough edges and bugs I'm sure. Change 3456212 on 2017/05/24 by Jeff.Williams Merging //Orion/Main to Release-40.3 (//Orion/Release-40.3) @3456007 #!rb none #!tests none Change 3456197 on 2017/05/24 by Jeff.Williams Initial branch of files from Release-40.2 (//Orion/Release-40.2) to Release-40.3 (//Orion/Release-40.3) Change 3456182 on 2017/05/24 by Andrew.Grant Merging 3456174 from 40.1 due to Robomerge being down. Added memory reporting at certain stages of engine lifecycle Updated BaselinePerformance report to save memory values to new spreadsheet #!tests ran BaselinePerformance locally #!rb none Change 3456174 on 2017/05/24 by Andrew.Grant Added memory reporting at certain stages of engine lifecycle Updated BaselinePerformance report to save memory values to new spreadsheet #!tests ran BaselinePerformance locally #!rb none #!review-3456175 @Daniel.Lamb Change 3456005 on 2017/05/23 by Matt.Schembari Invisible PS4 Cursor Bug -- we're getting louder - Added ensures for all the failure cases in GameViewportClient to help capture this. - Added tracing logs for the different cases that can cause values to change in OrionGameViewportClient. #!review-3456006 @nick.darnell, @andrew.grant #!rb none #!tests PIE and standalone, making sure we don't hit the ensures and that the logs are working #!QAReview This is to help with bug OR-36760. If anybody hits this OR sees and invisible cursor, capture logs and immediately reach out to me. Change 3455797 on 2017/05/23 by Frank.Fella Niagara - Maintain the desired age of an effect instance when paused and resetting directly, or when seeking backwards. #!tests When resetting or seeking backward on an effect which is paused in the editor, the viewport no longer goes black, and the effect simulates to the correct time. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3455697 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3455642 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3455640 on 2017/05/23 by Andrew.Grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none Change 3455634 on 2017/05/23 by Frank.Fella Niagara - Stack - Usability/style pass + Move colors and brushes to the style class. + Add a single expander to the bottom of module items which hides/shows the unpinned input/output collections. + Adjust padding, background colors, and fonts to increase readability. + Change the function call node title to format the name for display. #!tests The ui is more readable. #!rb none Change 3455580 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455579 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455578 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455577 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455576 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455560 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455559 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455558 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455555 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455554 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455543 on 2017/05/23 by andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Change 3455281 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455280 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455279 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455278 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455256 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455255 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455254 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455253 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455252 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455246 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455245 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455244 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455243 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455242 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455227 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455223 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455222 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455221 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455218 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455141 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455138 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455137 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455136 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455135 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3454889 on 2017/05/23 by Laurent.Delayen Added missing checks from CL #!1885745, to ensure parents are before children in RefSkeleton. #!rb lina.halper #!codereview martin.wilson #!tests Ghost PIE Change 3454884 on 2017/05/23 by Laurent.Delayen Minor optimization to FAnimationRuntime::CreateMaskWeights. Since Parents are before Children, use that to speed up Mask Weight creation. #!rb lina.halper #!codereview thomas.sarkanen #!tests Ghost PIE Change 3454882 on 2017/05/23 by Laurent.Delayen Minor refactor to AnimNode_LayeredBoneBlend. #!rb lina.halper #!tests Ghost PIE Change 3454876 on 2017/05/23 by Don.Eubanks Added "Focusable?" column to Widget Reflector, to help provide a jumping off point for tracking down potential issues with Slate focusability. Hopefully this can help cut down on the arduous "WHY ISN'T THIS BEING FOCUSED" investigations that require Debug Editor and breakpoint voodoo. #!rb dan.hertzka #!review-3454877 @nick.darnell #!test Verified that Widget Reflector shows correct data in Focused? category, and that the data is correctly preserved when taking snapshots and saving/loading snapshots from disk across separate editor sessions. Change 3454865 on 2017/05/23 by Shaun.Kime Catchall secondary integration from Orion\Dev-General to Dev-Niagara #!rb none #!tests ran normal tests #!lockdown Andrew.Grant Change 3454822 on 2017/05/23 by Shaun.Kime Integrating from Orion\Dev-General to Dev-Niagara #!rb none #!tests opened all existing niagara assets and made sure that they still ran #!lockdown Andrew.Grant Change 3454733 on 2017/05/23 by David.Ratti Orion: PIP attribute custom calculation classes Ability system: added FinalCurveLookup property to FCustomCalculationBasedFloat. This allows the output of the custom calc class (and pre/post adds) to be a lookup in a table rather than a raw value. Similiar to the table lookup that attribute based calculations support. #!rb lietz #!tests pie #!review-3454734 @Billy.Bramer, @Fred.Kimberley Change 3454524 on 2017/05/23 by David.Ratti Support for generic FlatAdditive attribute channel: this is an extra channel that only allows additive mods on it. For doing things like "Flat Mana regen". #!rb Lietz #!tests PIE #!review-3454525 @Billy.Bramer Change 3454462 on 2017/05/23 by Daniel.Lamb Potential fix for asset registry deterministic hash generation. #!rb Ben.Zeigler #!test Compile run editor Change 3454042 on 2017/05/23 by Don.Eubanks Added accessor for FSlateApplication::NavigationConfig as I need to dynamically swap it in and out for this specific screen. #!rb phil.buuck #!review-3454043 @nick.darnell @nick.atamas #!tests Compiled Win64 / PS4 Change 3454019 on 2017/05/23 by Shaun.Kime Changed the signature of BuildParameterMapHistory so that we can build parameter maps even when there is no parameter map on the output pin. This was needed for Frank's DynamicInputs. Modified NiagaraNodeEmitter to allow you to override pins. #!rb none #!codereview frank.fella #!tests checked against all known example assets Change 3453915 on 2017/05/23 by David.Ratti remove some logspam that was added to track down linux server issue #!rb none #!tests compile Change 3453846 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3453845 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3453842 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3453841 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3453840 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3453819 on 2017/05/23 by Mieszko.Zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 Manually resolved conflicts robomerge was complaining about #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 ORION (Main -> Dev-General) #!CodeReview: jason.bestimt, andrew.grant, jeff.williams Change 3453150 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3453149 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3453147 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3453144 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3452484 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3452461 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3452458 on 2017/05/22 by Andrew.Grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none Change 3452042 on 2017/05/22 by Matt.Kuhlenschmidt Exposing more niagara types to details panel #!codereview frank.fella #!rb shaun.kime #!tests none Change 3451912 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3451908 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3451906 on 2017/05/22 by Andrew.Grant Fixed typo in obj command (non-shipping change #!tests #!rb none Change 3451835 on 2017/05/22 by Philip.Buuck Potential fix for fonts not loading in cooked, prevent font cache from constantly reloading font. #!rb none (shelved by Jamie.Dale) #!tests PIE #!review-3451837 Matt.Schembari, Dan.Hertzka, Don.Eubanks Change 3451832 on 2017/05/22 by Daniel.Lamb Fixed issue with reflection captures not refreshing correctly in resavepackages commandlet. #!rb Daniel.Wright #!test Resave packages commandlet with allow commandlet rendering. Change 3449936 on 2017/05/19 by Andrew.Grant Removing super-spammy post-merge warning. #!tests compiled #!rb none Change 3449829 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449828 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449827 on 2017/05/19 by Andrew.Grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none Change 3449759 on 2017/05/19 by Andrew.Grant Merging //UE4/Main @ 3441199 through //UE4/Orion-Staging #!tests QA pass #!rb none Change 3449606 on 2017/05/19 by Dan.Hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP #!codereview Daniel.Wright #!rb none #!tests compile Change 3449518 on 2017/05/19 by Frank.Fella Niagara - Stack - Fixes + StackScriptItemGroup - Fix the code which traverses the graph so that it only returns actual modules instead of every function call. This prevents trying to generate module items for dynamic input function calls. + StackEntry - Don't force generating children when initializing the colors. #!Tests no longer ensures and crashes when opening an emitter with test dynamic inputs. #!rb none Change 3449474 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449372 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449370 on 2017/05/19 by Andrew.Grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none #!review-3449371 @Daniel.Lamb #!tests deployed locally staged and network builds Change 3449348 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449345 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449340 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449338 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449335 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449332 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449329 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449323 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449321 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449317 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449152 on 2017/05/19 by Andrew.Grant 3440740 from DG #!tests #!rb none Change 3449051 on 2017/05/19 by David.Ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none #!review-3449052 @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) Change 3449046 on 2017/05/19 by Dan.Hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile #!codereview Daniel.Wright Change 3449009 on 2017/05/19 by Shaun.Kime Now using the Instance.Alive parameter to decide whether or not we kill the particle rather than doing it entirely on the CPU in PostProcessParticles. Created KillOnCollision and GenerateEventOnDeath modules. Currently the VM crashes writing to an int32 in the spawn script if you add a KillOnCollision module to the end of BouncableFountain.uasset. #!rb none #!tests recompiled all the known emitters #!code.review olaf.piesche Change 3448662 on 2017/05/19 by Andrew.Grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend Change 3447866 on 2017/05/18 by Andrew.Grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests Change 3447863 on 2017/05/18 by Andrew.Grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none #!review-3447864 @David.Ratti, @Daniel.Lamb Change 3447574 on 2017/05/18 by Andrew.Grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported #!review-3447575 @David.Ratti, @Michael.Noland Change 3447281 on 2017/05/18 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3447278 on 2017/05/18 by Laurent.Delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. #!codereview lina.halper #!rb none #!tests Phase, Ice 2 client network game. Change 3447170 on 2017/05/18 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3447169 on 2017/05/18 by Mieszko.Zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path Change 3447072 on 2017/05/18 by Frank.Fella Niagara - Spacebar now resets the simulation as long as you don't have the sequencer timeline focused, also starting and stopping the simulation with sequencer no longer resets the system 50% of the time. #!tests Verified the issues above were fixed. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3446668 on 2017/05/18 by Shaun.Kime Removed the previous way of setting module defaults and instead moved to a method where the get node is allowed to specify the defaults all on its own. Tested adding a default curve to AnimatedDynamicMaterialParameter and it properly animates until the user overrides it, see FunctionalTests/DefaultCurve #!rb none #!codereview simon.tovey, frank.fella, olaf.piesche #!tests re-saved all of our existing modules and reviewed sample emitters. Change 3446043 on 2017/05/18 by Jurre.deBaare Issue with hitches when vertex painting #!fix FStaticMeshComponentRecreateRenderStateContext was incorrectly scoped/used #!misc add preventive check for invalid vertex buffer #!codereview Andrew.Grant #!rb none #!tests painted pointed out meshes by PatJ in Astrolabe Change 3444712 on 2017/05/17 by Frank.Fella Niagara - Stack - Add module outputs #!tests Module stack items now have a read-only section for their outputs #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3444672 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3444671 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3444670 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3444669 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3444668 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3444666 on 2017/05/17 by Laurent.Delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. #!codereview frank.gigliotti #!rb none #!tests wukong double jump Change 3444525 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3444524 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3444523 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3444522 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3444521 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3443073 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3443072 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3443071 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3443070 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3443068 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3443025 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3443024 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3443023 on 2017/05/17 by Andrew.Grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone Change 3442508 on 2017/05/16 by Jeff.Williams Merging //Orion/Main to Release-40.2 (//Orion/Release-40.2) @3442434 #!rb none #!tests none Change 3442172 on 2017/05/16 by Jeff.Williams Initial branch of files from Release-40.1 (//Orion/Release-40.1) to Release-40.2 (//Orion/Release-40.2) Change 3441928 on 2017/05/16 by Alexis.Matte rephrase fbx re-import preview skeleton warning #!rb none #!tests none Change 3441882 on 2017/05/16 by Andrew.Grant Integrating UE-44837 from Dev-Editor #!tests #!rb none Change 3441848 on 2017/05/16 by Jeff.Williams Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-UI-Playtest (//Orion/Dev-UI-Playtest) Change 3441628 on 2017/05/16 by Laurent.Delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB Change 3441486 on 2017/05/16 by Simon.Tovey Fixed spelling error #!rb none #!tests none Change 3441425 on 2017/05/16 by Simon.Tovey Second phase of parameter collections. Graph node linking to collection and compiling into a script. #!codereview Shaun.Kime, Olaf.Piesche, Frank.Fella #!tests basics work #!rb none Change 3441422 on 2017/05/16 by Simon.Tovey First step of NiagaraParameterCollections Asset and editor. Currently not used anywhere. #!tests Basics work. #!rb Shaun.Kime #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3441246 on 2017/05/16 by Alexis.Matte Remove the alternate color feature in the Detail panel #!rb matt.kuhlenschmidt #!tests none Change 3440999 on 2017/05/16 by Andrew.Grant Address editor perf by disabling code that was creating temp widget rows. #!tests compiled #!rb MattK #!review-3441000 @alexis.matte Change 3440874 on 2017/05/16 by Shaun.Kime Added ability to create emitter stacks as well as display the event stack in the stack list. We will need to auto-collapse and do some more work to make this manageable in the long run. Added tooltips to each section to help make it clear what it does. #!rb none #!tests n/a #!codereview simon.tovey, frank.fella, olaf.piesce Change 3440771 on 2017/05/16 by Benn.Gallagher Fix for subinstance ensures during re-register operation. We were incorrectly stopping reinitialization after unregister. #!rb Martin.Wilson #!tests Wukong test level for ensure in PIE + -game Change 3440740 on 2017/05/16 by David.Ratti Fix crash editing tag queries in blueprint defaults #!rb none #!tests editor Change 3440308 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3440307 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3440306 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3440305 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3440304 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3440255 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3440254 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3440253 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3440110 on 2017/05/15 by Laurent.Delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong Change 3439885 on 2017/05/15 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3439864 on 2017/05/15 by Andrew.Grant Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?) #!tests #!rb none Change 3439767 on 2017/05/15 by Andrew.Grant Defaulting Aftermath to off #!tests #!rb none Change 3439766 on 2017/05/15 by Jon.Lietz fixing issue where the OnLastChanceToAddNativeTags() static function was returning a copy of the delegate letting who ever wanted to bind to it only bind to a copy that fell out of scope. fixing it so the function returns a ref to the delegate. #!rb none #!tests native tags are added and loaded #!codereivew david.ratti Change 3439471 on 2017/05/15 by Shaun.Kime Added the ability for each script to specify what other script types can use it, its description, and category. These are all available from the asset registry, making it possible to filter addition of modules in the stack. Necessitated changing this UI to look closer to the graph-based UI for adding modules. Changed Spawn and Update scripts to Particle Spawn Script and Particle Update Script. Redirects have been put in place for enum values. Additional enum values were added for emitter and system spawn/update. Updated all known modules to have this info now. #!rb none #!codereview frank.fella, simon.tovey, olaf.piesche #!tests opened several existing emitters and made sure that they recompiled successfully Change 3439217 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3439216 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3439215 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3439212 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3439211 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3439210 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 #!ROBOMERGE-BOT: ORION (Release-40.1 -> Main) Change 3439209 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... #!ROBOMERGE-BOT: ORION (Release-40 -> Release-40.1) Change 3439208 on 2017/05/15 by Andrew.Grant Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE: !40.1 Change 3438941 on 2017/05/15 by Alexis.Matte Import Preview windows Meshes editor UI refactor Fbx import options Reset to default #!jira UE-42755 #!jira UE-44149 #!jira UE-44463 #!jira UE-38985 #!rb matt.kuhlenschmidt #!tests run fbx automation tests Change 3437669 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3437668 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3437667 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3437666 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3437665 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3437614 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 #!ROBOMERGE-BOT: ORION (Release-40.1 -> Main) Change 3437613 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... #!ROBOMERGE-BOT: ORION (Release-40 -> Release-40.1) Change 3437612 on 2017/05/12 by Andrew.Grant Made warning an info #!rb none #!tests compiled [CL 3489016 by Andrew Grant in Main branch]
2017-06-14 08:40:01 -04:00
const TArray<uint32> InfluencedTriangles = SphereIntersectTriangles(
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
ComponentSpaceSquaredBrushRadius,
ComponentSpaceBrushPosition,
ComponentSpaceCameraPosition,
bOnlyFrontFacing);
// Make sure we're dealing with triangle lists
const int32 NumIndexBufferIndices = MeshIndices.Num();
check(NumIndexBufferIndices % 3 == 0);
InfluencedVertices.Reserve(InfluencedTriangles.Num());
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3483207) #lockdown Nick.Penwarden #rb na Change 3483207 on 2017/06/09 by Laurent.Delayen Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily. Repopulated DDC with all animations. #!codereview martin.wilson #!rb lina.halper #!tests loaded editor, ran a quick game. Change 3483107 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3483106 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3483105 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3483104 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3483103 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3483101 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne #!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3483100 on 2017/06/09 by Andrew.Grant Non-shipping changes - Added GPU health check if we are waiting for > 2 secs on the rendering thread Changed param for GPU health checking from aftermath to gpucrashdebugging #!tests compiled #!rb arne Change 3482985 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3482984 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3482983 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3482982 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3482981 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3482612 on 2017/06/09 by Frank.Fella Niagara - Fix various wiring issues. + Reverting dynamic inputs no longer leaves the graph disconnected. + Reverting dynamic inputs no longer leaves the controls in the stack. + Adding multiple dynamic inputs to the same module now wires them correctly. + Adding dynamic inputs when there is already an override read now wires correctly. + Moving modules with dynamic inputs up and down and removing them now works correctly. #!tests Everything above. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3482449 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3482448 on 2017/06/09 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3482444 on 2017/06/09 by Daniel.Lamb Fixed up the allocated small pool memory stat. #!rb Andrew.Grant #!test Paragon startup #!lockdown Andrew.Grant Change 3482261 on 2017/06/09 by Shaun.Kime Made Get/Set nodes available at all times. Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context. #!rb none #!tests n/a Change 3482147 on 2017/06/09 by Shaun.Kime Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set. #!rb none #!tests opened existing files Change 3482076 on 2017/06/09 by Wyeth.Johnson Resave to prevent the constant recompiling of DefaultParticle Change 3481302 on 2017/06/08 by Shaun.Kime Adding a FunctionCall derived node type that allows you to set any namespaced pin by name and type. #!rb none #!tests created emitter with values in spawn and update #!codereview frank.fella Change 3480830 on 2017/06/08 by Laurent.Delayen First batch of recompressed animations. #!codereview jay.hosfelt, dwayne.martin #!lockdown Andrew.Bains Change 3480524 on 2017/06/08 by Laurent.Delayen Fixed CompressAnimations Commandlet to work with new DDC refactor. #!codereview martin.wilson #!rb lina.halper #!tests Paragon full animation recompression. Change 3480278 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3480277 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3480276 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3480273 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3480270 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3480090 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3480089 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3480088 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3480087 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3480086 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3480085 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3480084 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3480083 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3480082 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3480081 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3480073 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3480072 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3480071 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3480070 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3480069 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output #!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3479910 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3479909 on 2017/06/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled #!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3479906 on 2017/06/08 by Andrew.Grant Additional logging for OR-38938 #!rb Ryan.Gerleve #!tests compiled Change 3479800 on 2017/06/08 by Dan.Hertzka EditCondition UProperty metadata works on UStruct properties as well (including data table row structs) - Submitting on behalf of Jamie Dale (thanks Jamie!) #!rb Jamie.Dale #!tests EditCondition works for both UClass and UStruct properties Change 3479765 on 2017/06/08 by Simon.Tovey Allow overriding of collections per component from BP and a functional test map for it. #!rb none #!tests test map works #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3479205 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3479204 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3479203 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked 40.3 builds to 3472726 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3479202 on 2017/06/07 by Andrew.Grant Locked 40.3 builds to 3472726 #!ROBOMERGE: !40.4 #!tests #!rb none Change 3479161 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3479160 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 [CODEREVIEW] Gil.Gribb #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) Change 3479159 on 2017/06/07 by Daniel.Lamb Added stats to MallocBinned2. #!rb Andrew.Grant #!test Paragon PS4 #!codereview Gil.Gribb #!lockdown Andrew.Grant Change 3479012 on 2017/06/07 by Jeff.Williams Removing implicit requirements to display Badges Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges. #!rb none #!tests compile, validated export output Change 3478991 on 2017/06/07 by Shaun.Kime Added auto-compile to emitters. It is an emitter-wide value, toggled by the dropdown next to the compile button. #!rb none #!tests made multiple edits to an emitter Change 3478976 on 2017/06/07 by Max.Chen Sequencer: Fix burnin when there are warmup frames. The current time used for the burnin is offset from the playback range's start time. When using warmup frames, the start time will include the warmup time so it needs to be factored out when setting the actual current time for the frame. #!jira UE-45737 #!rb none #!codereview andrew.rodham #!tests none Change 3478426 on 2017/06/07 by David.Ratti Expose some ability system stuff to blueprints: -Query for AGE Handle based on GE Query -Methods for accessing AGE start/end/duration values Test asset for bill for example #!rb none #!tests pie #!review-3478427 Jon.Lietz, @John.Nielson Change 3478424 on 2017/06/07 by Laurent.Delayen Prevent creating invalid 'VBCompactPoseData', resulting in crashes in Animation Modifiers. (Fix for licensee crash). #!rb lina.halper #!codereview martin.wilson #!tests Ice sync marker automator from Athomas. Change 3478151 on 2017/06/07 by David.Ratti spot edigrate GameplayTagQuery customization fix for crash when editing query on bp defaults. #!rb none #!tests compile Change 3477983 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3477982 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3477981 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3477980 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3477979 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3477941 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte [NULL MERGE] Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 #!ROBOMERGE-BOT: ORION (Release-40.5 -> Main) Change 3477925 on 2017/06/07 by robomerge #!ROBOMERGE-AUTHOR: alexis.matte Fix morph target import #!jira OR-38471 #!rb none #!tests none #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5) #!ROBOMERGE[ORION]: !Main Change 3477774 on 2017/06/07 by Alexis.Matte implement a dev-editor cl 3470188 Fix the material isolate for cloth or hair #!jira UE-38985 #!rb none #!tests none Change 3477722 on 2017/06/07 by Don.Eubanks Re-enabling D-Pad navigation support in card shop. Exposed OnNavigation to UserWidget in the form of NativeOnNavigation, leveraged this new feature to have the classes I care about (HandEntry / CardShopEquipSlot) Split out BaseButton_Group's "SelectNextButton" process into "GetButton" and "Select Button" so I could use the GetButton when doing navigation. #!rb matt.schembari #!tests Compile DebugGameEditor Win64 / Shipping Client PS4 Change 3477610 on 2017/06/07 by Shaun.Kime Fixing up emitter nodes in system graph when deleted #!rb none #!tests added/removed multiple emitters Change 3477528 on 2017/06/07 by Simon.Tovey ? Fixed up issue with interface function binding from the removal of variable IDs. ? Fixed issue where system parameters were garbage on the first tick of a system. ? Bypassed issue with component lifetime. When destroying systems in some cases the component is pending kill so it's weak ptr returns null. We need to investigate this further. #!rb none #!tests stuff works #!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime Change 3477453 on 2017/06/07 by Alexis.Matte Fix morph target import #!jira OR-38471 #!rb none #!tests none #!ROBOMERGE: !Main #!lockdown Andrew.Grant Change 3477182 on 2017/06/07 by Frank.Fella Niagara - Rename files from class renames in last check-in. #!tests Compiled. #!rb none Change 3477171 on 2017/06/06 by Frank.Fella Niagara - Can now add dynamic inputs directly in the stack. #!tests Added dynamic inputs directly from the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3477115 on 2017/06/06 by Jeff.Williams Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) @3477068 #!rb none #!tests none Change 3477098 on 2017/06/06 by Jeff.Williams Initial branch of files from Release-40.4 (//Orion/Release-40.4) to Release-40.5 (//Orion/Release-40.5) Change 3476585 on 2017/06/06 by Mieszko.Zielinski EQS touches to hopefully address the elusive EQS NaN in live build #!Orion #!test golden path #!rb none Change 3476342 on 2017/06/06 by Laurent.Delayen FCSPose<PoseType>::ConvertToLocalPoses Allow root bone to be modified. Minor optimization: Take out root bone check from loop. #!rb lina.halper #!tests Ghost PIE Change 3476336 on 2017/06/06 by Shaun.Kime First pass at trying to prevent Wyeth's crash in the EmitterInstance destructor. #!rb none #!tests tried iterating with multiple changes between emitters/systems #!codereview simon.tovey, frank.fella, olaf.piesche Change 3476160 on 2017/06/06 by Shaun.Kime Removing ID's from FNiagaraVariables. Reworking existing code to properly handle this. #!rb none #!codereview simon.tovey, frank.fella, olaf.piesche #!tests recompiled and ran existing emitters, created system, iterated between system and emitter Change 3476157 on 2017/06/06 by Shaun.Kime Fixing code dependency #!rb none #!tests n/a Change 3476155 on 2017/06/06 by Shaun.Kime Added ability to get Emitter alias from parameter map #!tests n/a #!rb none Change 3476152 on 2017/06/06 by Shaun.Kime Fixing comment so that system tooltip was meaningful from creation menu #!rb none #!tests n/a Change 3476148 on 2017/06/06 by Shaun.Kime Removing gamethread checks as we use a parallel for to update emitter instances, causing this to always fail with multiple emitters in a system. #!rb none #!codereview simon.tovey, olaf.piesche #!tests added multiple emitters and didn't crash Change 3475898 on 2017/06/06 by Mieszko.Zielinski Manual recreation of CL#!3465092 #!UE4 By LukaszF: "fixed navigation area modifiers created from shape components: sphere and capsule" #!test golden path #!rb none Change 3475817 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3475816 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3475815 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3475814 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3475813 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3475812 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none #!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3475810 on 2017/06/06 by Andrew.Grant Now with correctly unshelved CL - made Aftermath a command line option #!tests compiled, verified initialziation is command line driven #!rb none Change 3475792 on 2017/06/06 by Jon.Lietz item cooldowns - added in native ability class (UOrionSourceItemAbility) that will be repsonsible for item keyword cooldowns and cost. - Moved Application, trigger and activation/deactivation of itemkeywords out of the deck instance and into UOrionSourceItemAbility. - added in support for cultivate card trait - added in to the engine FAbilityEndedData that will pass through delegates what ability ended the spec handle and if it was cancelled or not - added 2 delegates for when abilities end, one inside UAbilitySystemComponent::NotifyAbilityEnded() the other in UGameplayAbility::EndAbility() they bost pass through a const FAbilityEndedData& #!rb david.ratti #!tests buy and play cards Change 3475760 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3475759 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3475758 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3475757 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3475756 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3475755 on 2017/06/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none @marcus.wassmer, @arne.schober #!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3475753 on 2017/06/06 by Andrew.Grant Made aftermath iniitialization off by default and controlled by the -aftermath command line option Logs are now warnings if aftermath is requested but can't be initialized #!tests verified command line test works #!rb none #!review-3475754 @marcus.wassmer, @arne.schober Change 3475491 on 2017/06/06 by Simon.Tovey Feeding parameter collection values into simulaitons. ? Setup binding from parameter collections to simulation exec contexts. Data is fed in now. ? Modified names of collection parameter such that they're always uniquely associated with a particular collection. In case two sets use the same name for example. Required some name conversion between the internals and the UI. ? Modified node to not link to params by ID as they will be removed shortly. ? NiagaraWorldManager now ticking to push parameter data from global collections. ? Added BP function library call to grab the global collection instance for a collection and BP getters and setters for instances. ? Components also can override the global instance though this isn't hooked up to anything as yet. I imagine this will be handy for creating override volumes in the world and having components interpolate between those similar to post process volumes. Minor/unrelated ? Fixed crash on exit. Changed system instance in component to be Unique ptr and always access via component to more direcly control lifetime. ? Crash fix when getting matrices from parameter map. TypeEditorUtilities was null. ? Fixed bug in GetTypeDefaultValue() ? Fixed property tagging on FNiagaraStatScope #!tests emitters work. Data is fed in. #!rb none #!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella Change 3474483 on 2017/06/05 by Laurent.Delayen Added new BlendBoneByChannel AnimNode to blend two poses, per bone, per channel. For example blend only translation from Pelvis. #!rb none #!test Ghost #!codereview lina.halper Change 3474099 on 2017/06/05 by Alexis.Matte Copy/paste material should copy paste only the material instance #!rb none #!test none Change 3474073 on 2017/06/05 by Daniel.Lamb Added estimated timing for reatltime updates. #!rb Trivial #!test Launch build paragon. Change 3474066 on 2017/06/05 by Daniel.Lamb Increased heartbeat frequency for realtime cooking. #!rb Trivial #!test Realtime cooking Change 3473623 on 2017/06/05 by Daniel.Lamb Using notimeouts on client and server when running realtime cooking, as the client is slowed down making it timeout. #!rb Trivial #!test Realtime cook paragon orion_entry. Change 3473484 on 2017/06/05 by Frank.Fella Niagara - Preliminary support for dynamic inputs. #!tests Dynamic inputs are shown in the stack UI and their inputs are editable. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3473481 on 2017/06/05 by Frank.Fella Niagara - Highlight the connecting wire when hovering the wire itself or one of it's connected pins. #!tests The wire highlights. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3473480 on 2017/06/05 by Frank.Fella Niagara - Notify the graph that it has changed when adding and connecting pins on a node with dynamic pins. #!tests The graph is now shown as modified and needing compiling when connecting or adding pins on a node with dynamic pins. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3473479 on 2017/06/05 by Frank.Fella Niagara - Fix an issue where module inputs were not getting aliased correctly when there was more than one of the same node when modifying them from the stack. #!test The inputs now get aliased correctly. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3472889 on 2017/06/03 by Andrew.Grant Fixed merge error #!tests compiled #!rb none Change 3472547 on 2017/06/02 by Olaf.Piesche Use the correct number of instances after sim step; this makes killing particles work properly in GPU sim #!codereview simon.tovey #!rb none #!tests GPUTest emitter and OrbitalMotion test emitter Change 3472452 on 2017/06/02 by Olaf.Piesche More GPU spawn fixes; no more garbage particles in buffers after spawning with GPU simulation Bit more cleanup #!rb none #!tests GPUTest emitter #!codereview simon.tovey Change 3472284 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3472283 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3472282 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3472278 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3472275 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3472213 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3472202 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - #!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3471976 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3471975 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3471974 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3471973 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3471972 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3471966 on 2017/06/02 by Andrew.Grant Fixed robomerge integration #!tests #!rb none Change 3471845 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3471844 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3471843 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3471842 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3471835 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3471834 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3471833 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3471832 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3471831 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: ben.marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none #!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3471809 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid Gauntlet script fixes #!tests ran locally #!rb AG #!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3471806 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: nick.reid AG - made local builds use editor server #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3471727 on 2017/06/02 by Andrew.Grant Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server #!review-3471728 @Daniel.Lamb #!tests ran Gauntlet on build with / without server #!rb - Change 3471689 on 2017/06/02 by Zak.Middleton #!ue4-orion - Added virtual OnClientCorrectionReceived() to CharacterMovement. Stubbed implementation for Orion to be replaced/augmented for analytics. #!codereview Andrew.Grant #!rb none #!jira OR-37131 #!tests Multi PIE Change 3471654 on 2017/06/02 by Andrew.Grant Merging file cull from //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb na Change 3471627 on 2017/06/02 by Andrew.Grant Merging file pruning from //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3471604 on 2017/06/02 by Nick.Reid Gauntlet script fixes #!tests ran locally #!rb AG Change 3471566 on 2017/06/02 by Nick.Reid AG - made local builds use editor server #!tests ran locally #!rb none Change 3471379 on 2017/06/02 by Ben.Marsh Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this. #!rb none Change 3471304 on 2017/06/02 by andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_Clothing_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_ClothingCHECKED_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_ClothingPROFILE_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_Destructible_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_DestructibleCHECKED_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_DestructiblePROFILE_x86.lib //ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX... #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Change 3471231 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3471205 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3471072 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3471024 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3471002 on 2017/06/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none #!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3470976 on 2017/06/01 by Andrew.Grant Removing some unused files to free up space across branches #!tests compiled locally, preflighted standard build #!rb none Change 3470672 on 2017/06/01 by Daniel.Lamb Added new commandline argument for gauntlet which allows seperate client commands. Fixed realtime cooking to pass commandline options correctly to the server and client. #!rb None #!test Realtime cooking paragon Change 3470645 on 2017/06/01 by Olaf.Piesche GPU sim part 2; cleanup, more bug fixing #!lockdown Andrew.Bains #!codereview simon.tovey #!rb none #!tests the usual Change 3470636 on 2017/06/01 by Daniel.Lamb Improved startup time of editor by reducing number of automatic cook platforms for realtime cooking. #!rb Trivial #!test Editor paragon. Change 3470472 on 2017/06/01 by Shaun.Kime Checkpointing work on compiling system and emitter graph. Very simple graphs of these types work now. No harm has befallen any of the previously working graphs. Some constants did change and you will MANUALLY NEED TO UPDATE any graphs referencing them. // Engine parameters are always read-only, no matter what level you are at. Engine.DeltaTime Engine.InverseDeltaTime Engine.ExecutionCount Engine.Owner.Position Engine.Owner.Velocity Engine.Owner.XAxis Engine.Owner.YAxis Engine.Owner.ZAxis Engine.Owner.LocalToWorld Engine.Owner.WorldToLocal Engine.Owner.LocalToWorldTransposed Engine.Owner.WorldToLocalTransposed // System parameters are writable in System Spawn/Update scripts and read-only otherwise. System.Age // Emitter parameters are writable in System Spawn/Update & Emitter Spawn/Update scripts and read-only otherwise. Emitter.Age Emitter.SpawnRate Emitter.SpawnInterval Emitter.InterpSpawnStartDt Emitter.PreviousSpawnRemainder #!rb none #!tests all existing graphs #!code.review frank.fella, simon.tovey, olaf.piesche Change 3469908 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3469907 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3469906 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3469905 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3469904 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3469903 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3469902 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to grab new publishing tools #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3469901 on 2017/06/01 by Andrew.Grant Bumped script version to grab new publishing tools #!tests #!rb none Change 3469459 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: david.ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile #!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3469458 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: david.ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile #!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3469457 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: david.ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile #!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3469455 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: david.ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile #!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3469454 on 2017/06/01 by David.Ratti UBT Merge from BenM: UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!tests single file compile Change 3469422 on 2017/06/01 by Nick.Darnell Cursor - We shouldn't try to map the cursor for "None". Also fixing the ensure to use printf formatting. #!fyi Matt.Schembari #!rb none #!tests ran on PS4 Change 3469368 on 2017/06/01 by Daniel.Lamb Added support for precooked cook on the fly with realtime updates. Prefly for short. #!rb Andrew.Grant #!review-3468486 @Andrew.Grant, @Ben.Zeigler #!test Cook paragon, prefly paragon, shared cooked builds paragon Change 3469261 on 2017/06/01 by Simon.Tovey Main thrust of this CL is to improve parameter handling for both code complexity and performance. Also paves the way for simple binding of parameter collections. - Refactored much execution work into FNiagaraScriptExecutionContext and made them persistent objects. This should be usable for system level scripts too. - Moved paraemter storage to use FNiagaraParameterStore. Done away with all those arrays and searching to build a final temp buffer for execution. - Same buffer should work for CPU and GPU. - Now binding directly between parameter stores to push data down into execution contexts that use it. - Future CL will extend systems to bind to the parameter collections they use so edits to said collection will automatically propagate down into using emtiters. - Changed parameter collections slightly so their instances will always have the same layout and have a copy of all the collection's data. Will remove a couple of cases where a rebind would be required at runtime. MISC - Moved stats id creation to the script itself as this data was being duplicated for every emitter. - Moved previous frame parameter data for interpolated spawn to the start of the parameter buffer to better fit in with other changes. - Various minor bug fixes. #!rb Shaun.Kime #!tests Test emitters work. Maybe a few issues with GPU sim which I'll work through with Olaf. #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3469232 on 2017/06/01 by Ben.Marsh UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies. #!rb none #!fyi David.Ratti #!tests single file compile Change 3468842 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3468841 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3468840 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3468839 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3468838 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3468797 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3468796 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3468795 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3468794 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3468793 on 2017/06/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3468661 on 2017/05/31 by Andrew.Grant Merging fix, mostly to get a new CL #!tests #!rb none Change 3468321 on 2017/05/31 by Andrew.Grant Merging //Orion/Dev-General @ 3466840 to Dev-General-Playtest (//Orion/Dev-General-Playtest) #!tests #!rb none Change 3468107 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3468106 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3468105 on 2017/05/31 by Mieszko.Zielinski Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4 A temp fix for hitches in OR-39101. Looking for a root cause now. #!rb none #!test golden path #!jira OR-39101 #!lockdown Andrew.Grant Change 3467855 on 2017/05/31 by Andrew.Grant Removed leftover test-code #!tests #!rb none Change 3467840 on 2017/05/31 by Andrew.Grant "redirected tag still in table" message will only be a warning if the redirected tag is not used as part of other hierarchies. E.g. Changing Foo to NewFoo will warn if NewFoo is still in the table, and Foo.Bar1 does not exist. #!review-3467804 @David.Ratti #!jira OR-39005 #!tests verified warning is skipped #!rb none Change 3467829 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 #!ROBOMERGE-BOT: ORION (Release-40.4 -> Main) Change 3467828 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4) Change 3467827 on 2017/05/31 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3467826 on 2017/05/31 by Andrew.Grant Locking Release-40.2 to network CL 3464164 #!tests #!rb na #!ROBOMERGE: !40.3 Change 3467610 on 2017/05/31 by David.Ratti Ability System: add non debug methods for getting direct access to attribute mods. #!rb none #!tests golden path #!review-3467611 @Jon.Lietz Change 3467358 on 2017/05/31 by Andrew.Grant Better fix for crash loading maps via content browser from TomS #!tests compiled, verified can still load astrolabe via content browser #!rb TomS Change 3466840 on 2017/05/31 by Andrew.Grant Better implementation of 3466788 workaround - now append old delegates to any new ones that have been added #!tests opened several maps #!rb none Change 3466811 on 2017/05/30 by Jeff.Williams Merging //Orion/Main to Release-40.4 (//Orion/Release-40.4) #!rb none #!tests none Change 3466796 on 2017/05/30 by Jeff.Williams Initial branch of files from Release-40.3 (//Orion/Release-40.3) to Release-40.4 (//Orion/Release-40.4) Change 3466788 on 2017/05/30 by Andrew.Grant Work-around for crash that can occur when loading a map that contains skeletal meshes via the content browser #!tests no longer crash loading astrolable via content browser #!rb none Change 3466787 on 2017/05/30 by Andrew.Grant Back out revision 33 from //Orion/Dev-General/Engine/Source/Runtime/Renderer/Private/RendererScene.cpp #!tests #!rb none Change 3466773 on 2017/05/30 by Andrew.Grant Work-around for crash loading levels from the content browser #!tests double-clicking Astrolobe no longer crashes #!rb none Change 3466192 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3466191 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3466190 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3466189 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3466188 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3466187 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3466186 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3466185 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3466184 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3466183 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3466182 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3466181 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3466180 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3466177 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3466176 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3466175 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3466172 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3466171 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3466170 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3466169 on 2017/05/30 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3465947 on 2017/05/30 by Andrew.Grant Initial branch of files from Dev-General (//Orion/Dev-General) to Dev-General-Playtest (//Orion/Dev-General-Playtest) Change 3465650 on 2017/05/30 by Mieszko.Zielinski Plugged in Playbook-declared initial bot behaviors #!Orion The first behavior is going down to the jungle and placing wards Also: Implemented an Orion AITask for graph-pathfinding #!test golden path #!rb none Change 3465622 on 2017/05/30 by Mieszko.Zielinski Fixed a bug in PathFollowingComponent's path segment switching that could result in wrong behavior or crashes #!UE4 #!rb Lukasz.Furman #!test golden path Change 3465382 on 2017/05/30 by Alexis.Matte Fix two morph target crash #!rb jeanmichel.dignard #!test none #!jira OR-38471 Change 3464152 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3464151 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3464150 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none @jason.bestimt, @daniel.lamb #!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3464148 on 2017/05/29 by Andrew.Grant Changed engine hitch delegate to provide source of hitch as well as duration. Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers. OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate #!tests ran solo game #!rb none #!review-3464149 @jason.bestimt, @daniel.lamb Change 3464147 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3464146 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3464145 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3464144 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3464143 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none @jason.bestimt, @daniel.lamb, @ryan.gerleve #!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3464142 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none @daniel.lamb, @jason.bestimt #!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3464140 on 2017/05/29 by Andrew.Grant Added config setting for amount of time to spend per-frame checkpointing actors. Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms.. #!tests ran local game and verified timeslice value is set and obeyed #!rb none #!review-3464141 @jason.bestimt, @daniel.lamb, @ryan.gerleve Change 3464138 on 2017/05/29 by Andrew.Grant Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not going to guarantee another hitch. #!tests ran solo game locally #!rb none #!review-3464139 @daniel.lamb, @jason.bestimt Change 3464137 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3464136 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3464135 on 2017/05/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3464134 on 2017/05/29 by Andrew.Grant Moved WorldTick timeguard into world tick for clarity. #!tests compiled #!rb none Change 3463889 on 2017/05/28 by David.Ratti refactor GE creation menu code to be less nesty #!rb none #!tests compiles on my machine Change 3462711 on 2017/05/26 by David.Ratti Ensure unique asset name when creating GEs through GE creation menu (currently disabled until builder issue sorted) #!rb none #!tests editor Change 3462619 on 2017/05/26 by Olaf.Piesche GPU sim work - WARNING: WORK IN PROGRESS You can get something on screen, but there's cleanup and bug fixing still left to do. Trying to get this checked in to avoid more merging problems in the near future. GPU dispatch execution works, rendering of sprites no longer creates an explicit vertex buffer and should be quite a bit faster for CPU sim as well. Still working on getting the sim step moved over entirely to the simulation batcher; currently, this has all sorts of problems with GPU sim, so please be advised that switching an emitter to GPU sim will currently not work with anything that uses data interfaces AND MAY CRASH YOUR MACHINE in rare instances. I'm working on finalizing the remaining steps. tl;dr: CPU simulation should be unaffected. CPU rendering of sprites should be faster. GPU sim may make the universe implode. #!tests checked test emitters in CPU mode, ran GPUTest in GPU mode (works with known bugs when spawning) #!lockdown andrew.bains #!codereview simon.tovey #!rb none Change 3462617 on 2017/05/26 by Matt.Kuhlenschmidt Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. Refactored the niagrata script panel to use a proper details customization instead of custom widgets #!rb frank.fella #!tests niagara Change 3462568 on 2017/05/26 by Andrew.Grant Disabling UGameplayEffectCreationMenu::AddMenuExtensions to get a build out. #!tests #!rb none Change 3462372 on 2017/05/26 by Andrew.Grant Disable optimizations around this function to see if it prevents internal compiler errors on build machines. (Could be due to builders not running VS2015 SP3) #!tests compiled locally #!rb none #!review-3462373 @David.Ratti Change 3462362 on 2017/05/26 by David.Ratti Fix for periodic damage GEs not properly pushing a GE context when they tick/execute. Was causing warnings / qualifiers to no work on periodic GEs. #!rb none #!tests pie #!review-3462364 @Jon.Lietz Change 3462161 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: paul.moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3462160 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: paul.moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3462159 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: paul.moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3462158 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: paul.moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461941 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461940 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461939 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461938 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461937 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461868 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461867 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461866 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461865 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461861 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461655 on 2017/05/26 by Paul.Moore [MatchMaking] - Merging MMS changes from DevGeneral to Main for v40.5. #!tests matchmaking, solo match, PS4 #!rb none #!lockdown andrew.grant Change 3461648 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461645 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461644 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461643 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461642 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461598 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461597 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461596 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461595 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461594 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461566 on 2017/05/26 by Andrew.Grant Merging blocked robomerge change from //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb none Change 3461507 on 2017/05/26 by andrew.grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Source/OrionGame/OrionEngine.h #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Change 3461500 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461499 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461498 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461495 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3461494 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3461493 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3461492 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3461491 on 2017/05/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3461467 on 2017/05/26 by David.Ratti GameplayEffectCreationMenu Data driven way to add heirachial list of common parent GEs that is accessible through content browser's right click menus Designers can maintain configable list of gameplay effects they want to appear in these menus. #!rb none #!tests editor #!review-3461469 @Billy.Bramer Change 3461385 on 2017/05/26 by David.Ratti Change FContentBrowserModule::AssetContextMenuExtenders to use FContentBrowserMenuExtender_SelectedPaths delegate types. This enables extenders to get current path of the content browser. #!review-3461386 @Jamie.Dale #!rb none #!tests editor Change 3461347 on 2017/05/26 by Andrew.Grant Restored deprecation mark #!rb #!tests none Change 3461343 on 2017/05/26 by Don.Eubanks Added in some Analog Cursor features from Fortnite. OrionAnalogCursor now supports an "auto hover" mode, where Navigation events cause the cursor to be teleported to the center of the destination widget. In Orion specifically we support using the left stick to transition out of Auto Hover mode back into regular analog cursor mode. Not-yet-implemented features: * Need better resuming when transitioning from stick to d-pad, currently things you hover are not automatically focused, but they should be so that navigation will pick up at the right spot. * Cursor doesn't properly fully hide on PC in PIE (potentially also in Client), needs more investigation. Added some better hover coloring / state data in Card Shop / Attribute Row so the d-pad highlighting is more apparent. #!rb philip.buuck #!tests Used d-pad to navigate through Card Shop, verified transition to sticks and back. Verified that the feature does not work in the FrontEnd. Change 3460684 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3460683 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3460682 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3460681 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3460680 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3460654 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3460653 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3460652 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3460651 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3460650 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3460649 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile #!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3460648 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile #!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3460647 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile #!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3460645 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile #!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3460428 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3460427 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3460426 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3460425 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3460424 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3460398 on 2017/05/25 by Andrew.Grant Fix for non-unity issues #!tests #!rb none Change 3460178 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3460177 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3460176 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none #!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3460175 on 2017/05/25 by Andrew.Grant Fixed issue where test reports could fail Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives Only show loaded mcp items during an object report #!tests ran soak test #!rb none Change 3460120 on 2017/05/25 by Alexis.Matte Fix Unregistering of SelectLodChanged delegate for staticmesh editor #!jira UE-45346 #!rb none #!tests none Change 3459820 on 2017/05/25 by Shaun.Kime Compile error fix #!rb none #!tests n/a Change 3459703 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3459702 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3459701 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3459699 on 2017/05/25 by Andrew.Grant Changed Physics PreTick timeguard to something that seems more appropriate #!tests ran locally #!rb none Change 3459190 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3459189 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3459188 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3459187 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3459186 on 2017/05/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3458973 on 2017/05/25 by Lina.Halper Slave mesh component not clearing morphtarget #!rb: Martin.Wilson #!jira: https://jira.it.epicgames.net/browse/OR-38475 #!tests: PIE with Wukong Change 3457697 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3457696 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3457695 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none @David.Ratti #!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3457691 on 2017/05/24 by Andrew.Grant Added TimeGuard's to more points in World Tick #!tests compiled server, ran locally #!rb none #!review-3457692 @David.Ratti Change 3457371 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3457370 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3457369 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3457367 on 2017/05/24 by Andrew.Grant Stability improvements to EnvironmentPerfTest #!tests ran test locally #!rb none Change 3457310 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3457307 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3457306 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3457305 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3457304 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3457028 on 2017/05/24 by Andrew.Grant Copying fix for hidden window perf from 4.16 branch #!tests #!rb none Change 3456896 on 2017/05/24 by Alexis.Matte Fix crash when adding LOD in a static mesh #!jira UE-45346 #!rb none #!tests none Change 3456853 on 2017/05/24 by Laurent.Delayen Fix for crash in FAnimationRuntime::CreateMaskWeights when MaskBoneIndex is not valid. #!rb none #!codereview lina.halper #!tests Medic in Monolith. Change 3456847 on 2017/05/24 by Andrew.Grant Merging some files from //Orion/Release-40.3 that were left stranded #!tests #!rb none Change 3456829 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3456823 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3456822 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Add better way of getting peak memory for test report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3456821 on 2017/05/24 by Andrew.Grant Add better way of getting peak memory for test report #!tests ran locally #!rb none Change 3456811 on 2017/05/24 by Frank.Fella Niagara - Fix stack overflow when calling GetParameterMaps for a graph. #!tests No longer has a stack overflow. #!rb Shaun.Kime Change 3456756 on 2017/05/24 by Andrew.Grant Unshelved from pending changelist '3456731': Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) #!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Change 3456730 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3456729 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none #!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3456726 on 2017/05/24 by Andrew.Grant Improved memory test reporting and added support for running against older builds #!test ran test on old 39.5 build #!rb none Change 3456650 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 #!ROBOMERGE-BOT: ORION (Release-40.3 -> Main) Change 3456649 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3) Change 3456645 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3456644 on 2017/05/24 by Andrew.Grant Version locked v40.1 to 3452376 #!tests #!rb none #!ROBOMERGE: !40.2 Change 3456609 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3456608 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3456607 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3456606 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3456605 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3456575 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3456574 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3456573 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3456572 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3456571 on 2017/05/24 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP [CODEREVIEW] Daniel.Wright #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3456500 on 2017/05/24 by David.Ratti Merge support for flat additive attribute channel from CL 3454524 #!rb none #!test compile Change 3456463 on 2017/05/24 by Simon.Tovey Parameter collections phase 3. Instances and beginnings of improved storage for all parameters. #!codereview Frank.Fella, Shaun.Kime #!rb Frank.Fella, Shaun.Kime #!tests Asset and editor appear to be working. Few rough edges and bugs I'm sure. Change 3456212 on 2017/05/24 by Jeff.Williams Merging //Orion/Main to Release-40.3 (//Orion/Release-40.3) @3456007 #!rb none #!tests none Change 3456197 on 2017/05/24 by Jeff.Williams Initial branch of files from Release-40.2 (//Orion/Release-40.2) to Release-40.3 (//Orion/Release-40.3) Change 3456182 on 2017/05/24 by Andrew.Grant Merging 3456174 from 40.1 due to Robomerge being down. Added memory reporting at certain stages of engine lifecycle Updated BaselinePerformance report to save memory values to new spreadsheet #!tests ran BaselinePerformance locally #!rb none Change 3456174 on 2017/05/24 by Andrew.Grant Added memory reporting at certain stages of engine lifecycle Updated BaselinePerformance report to save memory values to new spreadsheet #!tests ran BaselinePerformance locally #!rb none #!review-3456175 @Daniel.Lamb Change 3456005 on 2017/05/23 by Matt.Schembari Invisible PS4 Cursor Bug -- we're getting louder - Added ensures for all the failure cases in GameViewportClient to help capture this. - Added tracing logs for the different cases that can cause values to change in OrionGameViewportClient. #!review-3456006 @nick.darnell, @andrew.grant #!rb none #!tests PIE and standalone, making sure we don't hit the ensures and that the logs are working #!QAReview This is to help with bug OR-36760. If anybody hits this OR sees and invisible cursor, capture logs and immediately reach out to me. Change 3455797 on 2017/05/23 by Frank.Fella Niagara - Maintain the desired age of an effect instance when paused and resetting directly, or when seeking backwards. #!tests When resetting or seeking backward on an effect which is paused in the editor, the viewport no longer goes black, and the effect simulates to the correct time. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3455697 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3455642 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none #!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3455640 on 2017/05/23 by Andrew.Grant Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report #!tests Local memory testing #!rb none Change 3455634 on 2017/05/23 by Frank.Fella Niagara - Stack - Usability/style pass + Move colors and brushes to the style class. + Add a single expander to the bottom of module items which hides/shows the unpinned input/output collections. + Adjust padding, background colors, and fonts to increase readability. + Change the function call node title to format the name for display. #!tests The ui is more readable. #!rb none Change 3455580 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455579 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455578 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455577 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455576 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455560 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455559 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455558 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455555 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455554 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455543 on 2017/05/23 by andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Change 3455281 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455280 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455279 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455278 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455256 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455255 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455254 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455253 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455252 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455246 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455245 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455244 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455243 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455242 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455227 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455223 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455222 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455221 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455218 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3455141 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3455138 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3455137 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3455136 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3455135 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile [CODEREVIEW] Daniel.Wright #!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3454889 on 2017/05/23 by Laurent.Delayen Added missing checks from CL #!1885745, to ensure parents are before children in RefSkeleton. #!rb lina.halper #!codereview martin.wilson #!tests Ghost PIE Change 3454884 on 2017/05/23 by Laurent.Delayen Minor optimization to FAnimationRuntime::CreateMaskWeights. Since Parents are before Children, use that to speed up Mask Weight creation. #!rb lina.halper #!codereview thomas.sarkanen #!tests Ghost PIE Change 3454882 on 2017/05/23 by Laurent.Delayen Minor refactor to AnimNode_LayeredBoneBlend. #!rb lina.halper #!tests Ghost PIE Change 3454876 on 2017/05/23 by Don.Eubanks Added "Focusable?" column to Widget Reflector, to help provide a jumping off point for tracking down potential issues with Slate focusability. Hopefully this can help cut down on the arduous "WHY ISN'T THIS BEING FOCUSED" investigations that require Debug Editor and breakpoint voodoo. #!rb dan.hertzka #!review-3454877 @nick.darnell #!test Verified that Widget Reflector shows correct data in Focused? category, and that the data is correctly preserved when taking snapshots and saving/loading snapshots from disk across separate editor sessions. Change 3454865 on 2017/05/23 by Shaun.Kime Catchall secondary integration from Orion\Dev-General to Dev-Niagara #!rb none #!tests ran normal tests #!lockdown Andrew.Grant Change 3454822 on 2017/05/23 by Shaun.Kime Integrating from Orion\Dev-General to Dev-Niagara #!rb none #!tests opened all existing niagara assets and made sure that they still ran #!lockdown Andrew.Grant Change 3454733 on 2017/05/23 by David.Ratti Orion: PIP attribute custom calculation classes Ability system: added FinalCurveLookup property to FCustomCalculationBasedFloat. This allows the output of the custom calc class (and pre/post adds) to be a lookup in a table rather than a raw value. Similiar to the table lookup that attribute based calculations support. #!rb lietz #!tests pie #!review-3454734 @Billy.Bramer, @Fred.Kimberley Change 3454524 on 2017/05/23 by David.Ratti Support for generic FlatAdditive attribute channel: this is an extra channel that only allows additive mods on it. For doing things like "Flat Mana regen". #!rb Lietz #!tests PIE #!review-3454525 @Billy.Bramer Change 3454462 on 2017/05/23 by Daniel.Lamb Potential fix for asset registry deterministic hash generation. #!rb Ben.Zeigler #!test Compile run editor Change 3454042 on 2017/05/23 by Don.Eubanks Added accessor for FSlateApplication::NavigationConfig as I need to dynamically swap it in and out for this specific screen. #!rb phil.buuck #!review-3454043 @nick.darnell @nick.atamas #!tests Compiled Win64 / PS4 Change 3454019 on 2017/05/23 by Shaun.Kime Changed the signature of BuildParameterMapHistory so that we can build parameter maps even when there is no parameter map on the output pin. This was needed for Frank's DynamicInputs. Modified NiagaraNodeEmitter to allow you to override pins. #!rb none #!codereview frank.fella #!tests checked against all known example assets Change 3453915 on 2017/05/23 by David.Ratti remove some logspam that was added to track down linux server issue #!rb none #!tests compile Change 3453846 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3453845 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3453842 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3453841 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3453840 on 2017/05/23 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3453819 on 2017/05/23 by Mieszko.Zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 Manually resolved conflicts robomerge was complaining about #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 ORION (Main -> Dev-General) #!CodeReview: jason.bestimt, andrew.grant, jeff.williams Change 3453150 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3453149 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3453147 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3453144 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3452484 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3452461 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none #!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3452458 on 2017/05/22 by Andrew.Grant Tweaked MemoryReport test - Always dump a memreport on a state change (very useful for comparing two builds) - Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive). #!tests ran MemReport test locally #!rb none Change 3452042 on 2017/05/22 by Matt.Kuhlenschmidt Exposing more niagara types to details panel #!codereview frank.fella #!rb shaun.kime #!tests none Change 3451912 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3451908 on 2017/05/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed typo in obj command (non-shipping change #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3451906 on 2017/05/22 by Andrew.Grant Fixed typo in obj command (non-shipping change #!tests #!rb none Change 3451835 on 2017/05/22 by Philip.Buuck Potential fix for fonts not loading in cooked, prevent font cache from constantly reloading font. #!rb none (shelved by Jamie.Dale) #!tests PIE #!review-3451837 Matt.Schembari, Dan.Hertzka, Don.Eubanks Change 3451832 on 2017/05/22 by Daniel.Lamb Fixed issue with reflection captures not refreshing correctly in resavepackages commandlet. #!rb Daniel.Wright #!test Resave packages commandlet with allow commandlet rendering. Change 3449936 on 2017/05/19 by Andrew.Grant Removing super-spammy post-merge warning. #!tests compiled #!rb none Change 3449829 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449828 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none #!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449827 on 2017/05/19 by Andrew.Grant Allow branch & CL to be passed into Gauntlet for reporting Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder #!tests ran editor tests locally #!rb none Change 3449759 on 2017/05/19 by Andrew.Grant Merging //UE4/Main @ 3441199 through //UE4/Orion-Staging #!tests QA pass #!rb none Change 3449606 on 2017/05/19 by Dan.Hertzka Properly exposing bSingleSampleShadowFromStationaryLights to BP #!codereview Daniel.Wright #!rb none #!tests compile Change 3449518 on 2017/05/19 by Frank.Fella Niagara - Stack - Fixes + StackScriptItemGroup - Fix the code which traverses the graph so that it only returns actual modules instead of every function call. This prevents trying to generate module items for dynamic input function calls. + StackEntry - Don't force generating children when initializing the colors. #!Tests no longer ensures and crashes when opening an emitter with test dynamic inputs. #!rb none Change 3449474 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449372 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none @Daniel.Lamb #!tests deployed locally staged and network builds #!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449370 on 2017/05/19 by Andrew.Grant Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m #!rb none #!review-3449371 @Daniel.Lamb #!tests deployed locally staged and network builds Change 3449348 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449345 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449340 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449338 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449335 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3449332 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) #!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449329 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend #!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449323 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests #!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449321 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none @David.Ratti, @Daniel.Lamb #!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449317 on 2017/05/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported @David.Ratti, @Michael.Noland #!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3449152 on 2017/05/19 by Andrew.Grant 3440740 from DG #!tests #!rb none Change 3449051 on 2017/05/19 by David.Ratti Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms). #!rb none #!review-3449052 @Andrew.Grant #!tests PS4 + Dedicated server (verified tag indices match again) Change 3449046 on 2017/05/19 by Dan.Hertzka Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan #!rb none #!tests compile #!codereview Daniel.Wright Change 3449009 on 2017/05/19 by Shaun.Kime Now using the Instance.Alive parameter to decide whether or not we kill the particle rather than doing it entirely on the CPU in PostProcessParticles. Created KillOnCollision and GenerateEventOnDeath modules. Currently the VM crashes writing to an int32 in the spawn script if you add a KillOnCollision module to the end of BouncableFountain.uasset. #!rb none #!tests recompiled all the known emitters #!code.review olaf.piesche Change 3448662 on 2017/05/19 by Andrew.Grant Switch obj list forget and obj list remember to use FObjectKey for comparisons #!rb David.Ratti #!tests ran forget / remember commands in frontend Change 3447866 on 2017/05/18 by Andrew.Grant Gauntlet - display duration stats at the end of a test #!rb none #!tests - ran tests Change 3447863 on 2017/05/18 by Andrew.Grant - Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis - Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game) #!tests ran soak locally #!rb none #!review-3447864 @David.Ratti, @Daniel.Lamb Change 3447574 on 2017/05/18 by Andrew.Grant Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc. "obj list remember" resets that list #!rb none #!tests verified after "obj list forget" only new objects are reported #!review-3447575 @David.Ratti, @Michael.Noland Change 3447281 on 2017/05/18 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. [CODEREVIEW] lina.halper #!rb none #!tests Phase, Ice 2 client network game. #!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3447278 on 2017/05/18 by Laurent.Delayen Attempting to fix https://jira.it.epicgames.net/browse/OR-38702 Added fallback in case we were not able to successfully CacheData, which could leave us with bad data. Added checks to make sure we're not getting bad data into core functions. #!codereview lina.halper #!rb none #!tests Phase, Ice 2 client network game. Change 3447170 on 2017/05/18 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3447169 on 2017/05/18 by Mieszko.Zielinski Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing. Related to jira OR-38537 #!rb none #!test golden path Change 3447072 on 2017/05/18 by Frank.Fella Niagara - Spacebar now resets the simulation as long as you don't have the sequencer timeline focused, also starting and stopping the simulation with sequencer no longer resets the system 50% of the time. #!tests Verified the issues above were fixed. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3446668 on 2017/05/18 by Shaun.Kime Removed the previous way of setting module defaults and instead moved to a method where the get node is allowed to specify the defaults all on its own. Tested adding a default curve to AnimatedDynamicMaterialParameter and it properly animates until the user overrides it, see FunctionalTests/DefaultCurve #!rb none #!codereview simon.tovey, frank.fella, olaf.piesche #!tests re-saved all of our existing modules and reviewed sample emitters. Change 3446043 on 2017/05/18 by Jurre.deBaare Issue with hitches when vertex painting #!fix FStaticMeshComponentRecreateRenderStateContext was incorrectly scoped/used #!misc add preventive check for invalid vertex buffer #!codereview Andrew.Grant #!rb none #!tests painted pointed out meshes by PatJ in Astrolabe Change 3444712 on 2017/05/17 by Frank.Fella Niagara - Stack - Add module outputs #!tests Module stack items now have a read-only section for their outputs #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3444672 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3444671 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3444670 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3444669 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3444668 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. [CODEREVIEW] frank.gigliotti #!rb none #!tests wukong double jump #!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3444666 on 2017/05/17 by Laurent.Delayen Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero. Fixes Wukong double jump sometimes looking like it's hitting a wall. #!codereview frank.gigliotti #!rb none #!tests wukong double jump Change 3444525 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3444524 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3444523 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3444522 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3444521 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3443073 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3443072 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3443071 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3443070 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3443068 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB #!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3443025 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 #!ROBOMERGE-BOT: ORION (Release-40.2 -> Main) Change 3443024 on 2017/05/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone #!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... #!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2) Change 3443023 on 2017/05/17 by Andrew.Grant Fix for OR-38662 (Invalid Table warning) #!rb David.Ratti #!tests verified warning is gone Change 3442508 on 2017/05/16 by Jeff.Williams Merging //Orion/Main to Release-40.2 (//Orion/Release-40.2) @3442434 #!rb none #!tests none Change 3442172 on 2017/05/16 by Jeff.Williams Initial branch of files from Release-40.1 (//Orion/Release-40.1) to Release-40.2 (//Orion/Release-40.2) Change 3441928 on 2017/05/16 by Alexis.Matte rephrase fbx re-import preview skeleton warning #!rb none #!tests none Change 3441882 on 2017/05/16 by Andrew.Grant Integrating UE-44837 from Dev-Editor #!tests #!rb none Change 3441848 on 2017/05/16 by Jeff.Williams Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-UI-Playtest (//Orion/Dev-UI-Playtest) Change 3441628 on 2017/05/16 by Laurent.Delayen Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug. #!rb none #!tests wukong RMB Change 3441486 on 2017/05/16 by Simon.Tovey Fixed spelling error #!rb none #!tests none Change 3441425 on 2017/05/16 by Simon.Tovey Second phase of parameter collections. Graph node linking to collection and compiling into a script. #!codereview Shaun.Kime, Olaf.Piesche, Frank.Fella #!tests basics work #!rb none Change 3441422 on 2017/05/16 by Simon.Tovey First step of NiagaraParameterCollections Asset and editor. Currently not used anywhere. #!tests Basics work. #!rb Shaun.Kime #!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche Change 3441246 on 2017/05/16 by Alexis.Matte Remove the alternate color feature in the Detail panel #!rb matt.kuhlenschmidt #!tests none Change 3440999 on 2017/05/16 by Andrew.Grant Address editor perf by disabling code that was creating temp widget rows. #!tests compiled #!rb MattK #!review-3441000 @alexis.matte Change 3440874 on 2017/05/16 by Shaun.Kime Added ability to create emitter stacks as well as display the event stack in the stack list. We will need to auto-collapse and do some more work to make this manageable in the long run. Added tooltips to each section to help make it clear what it does. #!rb none #!tests n/a #!codereview simon.tovey, frank.fella, olaf.piesce Change 3440771 on 2017/05/16 by Benn.Gallagher Fix for subinstance ensures during re-register operation. We were incorrectly stopping reinitialization after unregister. #!rb Martin.Wilson #!tests Wukong test level for ensure in PIE + -game Change 3440740 on 2017/05/16 by David.Ratti Fix crash editing tag queries in blueprint defaults #!rb none #!tests editor Change 3440308 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3440307 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3440306 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3440305 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3440304 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong #!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3440255 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3440254 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3440253 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3440110 on 2017/05/15 by Laurent.Delayen Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug. #!rb none #!tests wukong Change 3439885 on 2017/05/15 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3439864 on 2017/05/15 by Andrew.Grant Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?) #!tests #!rb none Change 3439767 on 2017/05/15 by Andrew.Grant Defaulting Aftermath to off #!tests #!rb none Change 3439766 on 2017/05/15 by Jon.Lietz fixing issue where the OnLastChanceToAddNativeTags() static function was returning a copy of the delegate letting who ever wanted to bind to it only bind to a copy that fell out of scope. fixing it so the function returns a ref to the delegate. #!rb none #!tests native tags are added and loaded #!codereivew david.ratti Change 3439471 on 2017/05/15 by Shaun.Kime Added the ability for each script to specify what other script types can use it, its description, and category. These are all available from the asset registry, making it possible to filter addition of modules in the stack. Necessitated changing this UI to look closer to the graph-based UI for adding modules. Changed Spawn and Update scripts to Particle Spawn Script and Particle Update Script. Redirects have been put in place for enum values. Additional enum values were added for emitter and system spawn/update. Updated all known modules to have this info now. #!rb none #!codereview frank.fella, simon.tovey, olaf.piesche #!tests opened several existing emitters and made sure that they recompiled successfully Change 3439217 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3439216 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3439215 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3439212 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3439211 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3439210 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 #!ROBOMERGE-BOT: ORION (Release-40.1 -> Main) Change 3439209 on 2017/05/15 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... #!ROBOMERGE-BOT: ORION (Release-40 -> Release-40.1) Change 3439208 on 2017/05/15 by Andrew.Grant Locked v40 builds to net-cl 3435991 #!tests #!rb none #!ROBOMERGE: !40.1 Change 3438941 on 2017/05/15 by Alexis.Matte Import Preview windows Meshes editor UI refactor Fbx import options Reset to default #!jira UE-42755 #!jira UE-44149 #!jira UE-44463 #!jira UE-38985 #!rb matt.kuhlenschmidt #!tests run fbx automation tests Change 3437669 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics) Change 3437668 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change 3437667 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change 3437666 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3437665 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3437614 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 #!ROBOMERGE-BOT: ORION (Release-40.1 -> Main) Change 3437613 on 2017/05/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made warning an info #!rb none #!tests compiled #!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... #!ROBOMERGE-BOT: ORION (Release-40 -> Release-40.1) Change 3437612 on 2017/05/12 by Andrew.Grant Made warning an info #!rb none #!tests compiled [CL 3489016 by Andrew Grant in Main branch]
2017-06-14 08:40:01 -04:00
for (const int32 InfluencedTriangle : InfluencedTriangles)
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
{
for (int32 Index = 0; Index < 3; ++Index)
{
const FVector& VertexPosition = MeshVertices[MeshIndices[InfluencedTriangle * 3 + Index]];
if ((VertexPosition - ComponentSpaceBrushPosition).SizeSquared() <= ComponentSpaceSquaredBrushRadius)
{
InfluencedVertices.Add(MeshIndices[InfluencedTriangle * 3 + Index]);
}
}
}
}
void FBaseMeshPaintGeometryAdapter::GetInfluencedVertexData(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, TArray<TPair<int32, FVector>>& OutData) const
{
// Get a list of (optionally front-facing) triangles that are within a reasonable distance to the brush
TArray<uint32> InfluencedTriangles = SphereIntersectTriangles(
ComponentSpaceSquaredBrushRadius,
ComponentSpaceBrushPosition,
ComponentSpaceCameraPosition,
bOnlyFrontFacing);
// Make sure we're dealing with triangle lists
const int32 NumIndexBufferIndices = MeshIndices.Num();
check(NumIndexBufferIndices % 3 == 0);
OutData.Reserve(InfluencedTriangles.Num() * 3);
for(int32 InfluencedTriangle : InfluencedTriangles)
{
for(int32 Index = 0; Index < 3; ++Index)
{
const FVector& VertexPosition = MeshVertices[MeshIndices[InfluencedTriangle * 3 + Index]];
if((VertexPosition - ComponentSpaceBrushPosition).SizeSquared() <= ComponentSpaceSquaredBrushRadius)
{
OutData.AddDefaulted();
TPair<int32, FVector>& OutPair = OutData.Last();
OutPair.Key = MeshIndices[InfluencedTriangle * 3 + Index];
OutPair.Value = MeshVertices[OutPair.Key];
}
}
}
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
TArray<FVector> FBaseMeshPaintGeometryAdapter::SphereIntersectVertices(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing) const
{
// Get list of intersecting triangles with given sphere data
const TArray<uint32> IntersectedTriangles = SphereIntersectTriangles(ComponentSpaceSquaredBrushRadius, ComponentSpaceBrushPosition, ComponentSpaceCameraPosition, bOnlyFrontFacing);
// Get a list of unique vertices indexed by the influenced triangles
TSet<int32> InfluencedVertices;
InfluencedVertices.Reserve(IntersectedTriangles.Num());
for (int32 IntersectedTriangle : IntersectedTriangles)
{
InfluencedVertices.Add(MeshIndices[IntersectedTriangle * 3 + 0]);
InfluencedVertices.Add(MeshIndices[IntersectedTriangle * 3 + 1]);
InfluencedVertices.Add(MeshIndices[IntersectedTriangle * 3 + 2]);
}
TArray<FVector> InRangeVertices;
InRangeVertices.Empty(MeshVertices.Num());
for (int32 VertexIndex : InfluencedVertices)
{
const FVector& Vertex = MeshVertices[VertexIndex];
if (FVector::DistSquared(ComponentSpaceBrushPosition, Vertex) <= ComponentSpaceSquaredBrushRadius)
{
InRangeVertices.Add(Vertex);
}
}
return InRangeVertices;
}