2019-12-26 15:33:43 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
# include "PreviewSceneCustomizations.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Modules/ModuleManager.h"
2022-05-02 18:06:48 -04:00
# include "AssetRegistry/AssetData.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "IDetailPropertyRow.h"
# include "DetailLayoutBuilder.h"
# include "DetailCategoryBuilder.h"
# include "PropertyCustomizationHelpers.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
# include "PersonaPreviewSceneDescription.h"
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
# include "PersonaPreviewSceneController.h"
# include "PersonaPreviewSceneDefaultController.h"
# include "PersonaPreviewSceneRefPoseController.h"
# include "PersonaPreviewSceneAnimationController.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
# include "Engine/PreviewMeshCollection.h"
# include "Factories/PreviewMeshCollectionFactory.h"
# include "IPropertyUtilities.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Preferences/PersonaOptions.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
# include "Widgets/Input/SButton.h"
# include "Widgets/Text/STextBlock.h"
# include "Widgets/Input/SCheckBox.h"
# include "Widgets/Images/SImage.h"
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 "AssetToolsModule.h"
# include "IAssetTools.h"
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
# include "Animation/AnimBlueprint.h"
2021-02-18 18:42:00 -04:00
# include "Animation/Skeleton.h"
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
# include "UObject/UObjectIterator.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
# include "Widgets/Input/SComboBox.h"
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
# include "PhysicsEngine/PhysicsAsset.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
# include "Algo/Sort.h"
2019-09-10 20:49:35 -04:00
# include "ScopedTransaction.h"
2019-11-12 16:49:45 -05:00
# include "Features/IModularFeatures.h"
2022-05-19 07:22:56 -04:00
# include "AnimPreviewInstance.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
# define LOCTEXT_NAMESPACE "PreviewSceneCustomizations"
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
// static list that contains available classes, so that we can only allow these classes
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
TArray < FTopLevelAssetPath > FPreviewSceneDescriptionCustomization : : AvailableClassNameList ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
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
FPreviewSceneDescriptionCustomization : : FPreviewSceneDescriptionCustomization ( const FString & InSkeletonName , const TSharedRef < class IPersonaToolkit > & InPersonaToolkit )
: SkeletonName ( InSkeletonName )
, PersonaToolkit ( InPersonaToolkit )
, PreviewScene ( StaticCastSharedRef < FAnimationEditorPreviewScene > ( InPersonaToolkit - > GetPreviewScene ( ) ) )
, EditableSkeleton ( InPersonaToolkit - > GetEditableSkeleton ( ) )
{
// setup custom factory up-front so we can control its lifetime
FactoryToUse = NewObject < UPreviewMeshCollectionFactory > ( ) ;
FactoryToUse - > AddToRoot ( ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
// only first time
if ( AvailableClassNameList . Num ( ) = = 0 )
{
for ( TObjectIterator < UClass > ClassIt ; ClassIt ; + + ClassIt )
{
if ( ClassIt - > IsChildOf ( UDataAsset : : StaticClass ( ) ) & & ClassIt - > ImplementsInterface ( UPreviewCollectionInterface : : StaticClass ( ) ) )
{
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
AvailableClassNameList . Add ( ClassIt - > GetClassPathName ( ) ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
}
}
}
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
}
FPreviewSceneDescriptionCustomization : : ~ FPreviewSceneDescriptionCustomization ( )
{
if ( FactoryToUse )
{
FactoryToUse - > RemoveFromRoot ( ) ;
FactoryToUse = nullptr ;
}
2021-08-18 12:44:19 -04:00
if ( const TSharedPtr < IPersonaToolkit > Toolkit = PersonaToolkit . Pin ( ) )
{
if ( UAnimBlueprint * AnimBlueprint = Toolkit - > GetAnimBlueprint ( ) )
{
AnimBlueprint - > OnCompiled ( ) . RemoveAll ( this ) ;
}
}
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
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
void FPreviewSceneDescriptionCustomization : : CustomizeDetails ( IDetailLayoutBuilder & DetailBuilder )
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
MyDetailLayout = & DetailBuilder ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FPropertyEditorModule & PropertyEditorModule = FModuleManager : : LoadModuleChecked < FPropertyEditorModule > ( " PropertyEditor " ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
TSharedRef < IPropertyHandle > PreviewControllerProperty = DetailBuilder . GetProperty ( GET_MEMBER_NAME_CHECKED ( UPersonaPreviewSceneDescription , PreviewController ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
TSharedRef < IPropertyHandle > SkeletalMeshProperty = DetailBuilder . GetProperty ( GET_MEMBER_NAME_CHECKED ( UPersonaPreviewSceneDescription , PreviewMesh ) ) ;
2018-11-14 19:05:13 -05:00
AdditionalMeshesProperty = DetailBuilder . GetProperty ( GET_MEMBER_NAME_CHECKED ( UPersonaPreviewSceneDescription , AdditionalMeshes ) ) ;
2020-11-25 19:59:53 -04:00
AdditionalMeshesProperty - > SetOnPropertyResetToDefault ( FSimpleDelegate : : CreateSP ( this , & FPreviewSceneDescriptionCustomization : : OnResetAdditionalMeshes ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
TArray < UClass * > BuiltInPreviewControllers = { UPersonaPreviewSceneDefaultController : : StaticClass ( ) , UPersonaPreviewSceneRefPoseController : : StaticClass ( ) , UPersonaPreviewSceneAnimationController : : StaticClass ( ) } ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
TArray < UClass * > DynamicPreviewControllers ;
for ( TObjectIterator < UClass > It ; It ; + + It )
{
UClass * CurrentClass = * It ;
if ( CurrentClass - > IsChildOf ( UPersonaPreviewSceneController : : StaticClass ( ) ) & &
! ( CurrentClass - > HasAnyClassFlags ( CLASS_Abstract ) ) & &
! BuiltInPreviewControllers . Contains ( CurrentClass ) )
{
DynamicPreviewControllers . Add ( CurrentClass ) ;
}
}
Algo : : SortBy ( DynamicPreviewControllers , [ ] ( UClass * Cls ) { return Cls - > GetName ( ) ; } ) ;
ControllerItems . Reset ( ) ;
for ( UClass * ControllerClass : BuiltInPreviewControllers )
{
ControllerItems . Add ( MakeShared < FPersonaModeComboEntry > ( ControllerClass ) ) ;
}
for ( UClass * ControllerClass : DynamicPreviewControllers )
{
ControllerItems . Add ( MakeShared < FPersonaModeComboEntry > ( ControllerClass ) ) ;
}
PreviewControllerProperty - > MarkHiddenByCustomization ( ) ;
IDetailCategoryBuilder & AnimCategory = DetailBuilder . EditCategory ( " Animation " ) ;
AnimCategory . AddCustomRow ( PreviewControllerProperty - > GetPropertyDisplayName ( ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
. NameContent ( )
[
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
PreviewControllerProperty - > CreatePropertyNameWidget ( )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
]
. ValueContent ( )
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
. MinDesiredWidth ( 200.0f )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
[
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
SNew ( SComboBox < TSharedPtr < FPersonaModeComboEntry > > )
. OptionsSource ( & ControllerItems )
. OnGenerateWidget ( this , & FPreviewSceneDescriptionCustomization : : MakeControllerComboEntryWidget )
. OnSelectionChanged ( this , & FPreviewSceneDescriptionCustomization : : OnComboSelectionChanged )
[
SNew ( STextBlock )
. Text ( this , & FPreviewSceneDescriptionCustomization : : GetCurrentPreviewControllerText )
]
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
] ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
TSharedPtr < FAnimationEditorPreviewScene > PreviewScenePtr = PreviewScene . Pin ( ) ;
UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = PreviewScenePtr - > GetPreviewSceneDescription ( ) ;
FSimpleDelegate PropertyChangedDelegate = FSimpleDelegate : : CreateSP ( this , & FPreviewSceneDescriptionCustomization : : HandlePreviewControllerPropertyChanged ) ;
2019-12-13 11:07:03 -05:00
for ( const FProperty * TestProperty : TFieldRange < FProperty > ( PersonaPreviewSceneDescription - > PreviewControllerInstance - > GetClass ( ) ) )
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
{
if ( TestProperty - > HasAnyPropertyFlags ( CPF_Edit ) )
{
const bool bAdvancedDisplay = TestProperty - > HasAnyPropertyFlags ( CPF_AdvancedDisplay ) ;
const EPropertyLocation : : Type PropertyLocation = bAdvancedDisplay ? EPropertyLocation : : Advanced : EPropertyLocation : : Common ;
IDetailPropertyRow * NewRow = PersonaPreviewSceneDescription - > PreviewControllerInstance - > AddPreviewControllerPropertyToDetails ( PersonaToolkit . Pin ( ) . ToSharedRef ( ) , DetailBuilder , AnimCategory , TestProperty , PropertyLocation ) ;
2018-04-12 16:57:51 -04:00
if ( NewRow )
{
NewRow - > GetPropertyHandle ( ) - > SetOnPropertyValueChanged ( PropertyChangedDelegate ) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
}
}
2018-11-14 19:05:13 -05:00
// if mesh editor, we hide preview mesh section and additional mesh section
// sometimes additional meshes are interfering with preview mesh, it is not a great experience
const bool bMeshEditor = PersonaToolkit . Pin ( ) - > GetContext ( ) = = USkeletalMesh : : StaticClass ( ) - > GetFName ( ) ;
if ( ! bMeshEditor )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
{
FText PreviewMeshName ;
if ( PersonaToolkit . Pin ( ) - > GetContext ( ) = = UAnimationAsset : : StaticClass ( ) - > GetFName ( ) )
{
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
PreviewMeshName = FText : : Format ( LOCTEXT ( " PreviewMeshAnimation " , " {0} \n (Animation) " ) , SkeletalMeshProperty - > GetPropertyDisplayName ( ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
else if ( PersonaToolkit . Pin ( ) - > GetContext ( ) = = UAnimBlueprint : : StaticClass ( ) - > GetFName ( ) )
{
PreviewMeshName = FText : : Format ( LOCTEXT ( " PreviewMeshAnimBlueprint " , " {0} \n (Animation Blueprint) " ) , SkeletalMeshProperty - > GetPropertyDisplayName ( ) ) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
else if ( PersonaToolkit . Pin ( ) - > GetContext ( ) = = UPhysicsAsset : : StaticClass ( ) - > GetFName ( ) )
{
PreviewMeshName = FText : : Format ( LOCTEXT ( " PreviewMeshPhysicsAsset " , " {0} \n (Physics Asset) " ) , SkeletalMeshProperty - > GetPropertyDisplayName ( ) ) ;
}
2018-04-12 16:57:51 -04:00
else if ( PersonaToolkit . Pin ( ) - > GetContext ( ) = = USkeleton : : StaticClass ( ) - > GetFName ( ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
{
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
PreviewMeshName = FText : : Format ( LOCTEXT ( " PreviewMeshSkeleton " , " {0} \n (Skeleton) " ) , SkeletalMeshProperty - > GetPropertyDisplayName ( ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
}
2018-04-12 16:57:51 -04:00
else
{
PreviewMeshName = SkeletalMeshProperty - > GetPropertyDisplayName ( ) ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
2021-02-23 03:41:02 -04:00
const bool bCanUseDifferentSkeleton =
( PersonaToolkit . Pin ( ) - > GetContext ( ) = = UPhysicsAsset : : StaticClass ( ) - > GetFName ( ) ) | |
( PersonaToolkit . Pin ( ) - > GetContext ( ) = = TEXT ( " ControlRigBlueprint " ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
DetailBuilder . EditCategory ( " Mesh " )
. AddProperty ( SkeletalMeshProperty )
. CustomWidget ( )
2020-10-08 03:21:36 -04:00
. OverrideResetToDefault ( FResetToDefaultOverride : : Create (
2021-03-05 06:47:53 -04:00
TAttribute < bool > : : CreateLambda ( [ this ] ( )
2020-10-08 03:21:36 -04:00
{
if ( PreviewScene . IsValid ( ) )
{
return PreviewScene . Pin ( ) - > GetPreviewMesh ( ) ! = nullptr ;
}
return false ;
} ) ,
2021-03-05 06:47:53 -04:00
FSimpleDelegate : : CreateLambda ( [ this ] ( )
2020-10-08 03:21:36 -04:00
{
if ( PreviewScene . IsValid ( ) )
{
PreviewScene . Pin ( ) - > SetPreviewMesh ( nullptr , false ) ;
}
} ) )
)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
. NameContent ( )
[
2017-06-21 10:25:35 -04:00
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
SkeletalMeshProperty - > CreatePropertyNameWidget ( PreviewMeshName )
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. HAlign ( HAlign_Center )
[
SNew ( SButton )
. Text ( LOCTEXT ( " ApplyToAsset " , " Apply To Asset " ) )
. ToolTipText ( LOCTEXT ( " ApplyToAssetToolTip " , " The preview mesh has changed, but it will not be able to be saved until it is applied to the asset. Click here to make the change to the preview mesh persistent. " ) )
. Visibility_Lambda ( [ this ] ( )
{
2021-10-27 15:14:40 -04:00
if ( PersonaToolkit . IsValid ( ) & & PreviewScene . IsValid ( ) )
{
const TSharedPtr < IPersonaToolkit > PinnedPersonaToolkit = PersonaToolkit . Pin ( ) ;
USkeletalMesh * SkeletalMesh = PinnedPersonaToolkit - > GetPreviewMesh ( ) ;
return ( SkeletalMesh ! = PinnedPersonaToolkit - > GetPreviewScene ( ) - > GetPreviewMesh ( ) ) ? EVisibility : : Visible : EVisibility : : Collapsed ;
}
return EVisibility : : Collapsed ;
2017-06-21 10:25:35 -04:00
} )
. OnClicked_Lambda ( [ this ] ( )
{
TSharedPtr < IPersonaToolkit > PinnedPersonaToolkit = PersonaToolkit . Pin ( ) ;
PinnedPersonaToolkit - > SetPreviewMesh ( PinnedPersonaToolkit - > GetPreviewScene ( ) - > GetPreviewMesh ( ) , true ) ;
return FReply : : Handled ( ) ;
} )
]
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
]
. ValueContent ( )
. MaxDesiredWidth ( 250.0f )
. MinDesiredWidth ( 250.0f )
[
SNew ( SObjectPropertyEntryBox )
. AllowedClass ( USkeletalMesh : : StaticClass ( ) )
. PropertyHandle ( SkeletalMeshProperty )
2021-02-23 03:41:02 -04:00
. OnShouldFilterAsset ( this , & FPreviewSceneDescriptionCustomization : : HandleShouldFilterAsset , USkeletalMesh : : GetSkeletonMemberName ( ) , bCanUseDifferentSkeleton )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
. OnObjectChanged ( this , & FPreviewSceneDescriptionCustomization : : HandleMeshChanged )
. ThumbnailPool ( DetailBuilder . GetThumbnailPool ( ) )
] ;
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2019-09-10 20:49:17 -04:00
// Customize animation blueprint preview
TSharedRef < IPropertyHandle > PreviewAnimationBlueprintProperty = DetailBuilder . GetProperty ( GET_MEMBER_NAME_CHECKED ( UPersonaPreviewSceneDescription , PreviewAnimationBlueprint ) ) ;
TSharedRef < IPropertyHandle > ApplicationMethodProperty = DetailBuilder . GetProperty ( GET_MEMBER_NAME_CHECKED ( UPersonaPreviewSceneDescription , ApplicationMethod ) ) ;
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TSharedRef < IPropertyHandle > LinkedAnimGraphTagProperty = DetailBuilder . GetProperty ( GET_MEMBER_NAME_CHECKED ( UPersonaPreviewSceneDescription , LinkedAnimGraphTag ) ) ;
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if ( PersonaToolkit . Pin ( ) - > GetContext ( ) = = UAnimBlueprint : : StaticClass ( ) - > GetFName ( ) )
{
DetailBuilder . EditCategory ( " Animation Blueprint " )
. AddProperty ( PreviewAnimationBlueprintProperty )
. CustomWidget ( )
. NameContent ( )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
PreviewAnimationBlueprintProperty - > CreatePropertyNameWidget ( )
]
]
. ValueContent ( )
. MaxDesiredWidth ( 250.0f )
. MinDesiredWidth ( 250.0f )
[
SNew ( SObjectPropertyEntryBox )
. AllowedClass ( UAnimBlueprint : : StaticClass ( ) )
. PropertyHandle ( PreviewAnimationBlueprintProperty )
. OnShouldFilterAsset ( this , & FPreviewSceneDescriptionCustomization : : HandleShouldFilterAsset , FName ( " TargetSkeleton " ) , false )
. OnObjectChanged ( this , & FPreviewSceneDescriptionCustomization : : HandlePreviewAnimBlueprintChanged )
. ThumbnailPool ( DetailBuilder . GetThumbnailPool ( ) )
] ;
ApplicationMethodProperty - > SetOnPropertyValueChanged ( FSimpleDelegate : : CreateLambda ( [ this ] ( )
{
FScopedTransaction Transaction ( LOCTEXT ( " SetAnimationBlueprintApplicationMethod " , " Set Application Method " ) ) ;
TSharedPtr < IPersonaToolkit > PinnedPersonaToolkit = PersonaToolkit . Pin ( ) ;
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TSharedRef < FAnimationEditorPreviewScene > LocalPreviewScene = StaticCastSharedRef < FAnimationEditorPreviewScene > ( PinnedPersonaToolkit - > GetPreviewScene ( ) ) ;
UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = LocalPreviewScene - > GetPreviewSceneDescription ( ) ;
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PinnedPersonaToolkit - > GetAnimBlueprint ( ) - > SetPreviewAnimationBlueprintApplicationMethod ( PersonaPreviewSceneDescription - > ApplicationMethod ) ;
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LocalPreviewScene - > SetPreviewAnimationBlueprint ( PersonaPreviewSceneDescription - > PreviewAnimationBlueprint . Get ( ) , PinnedPersonaToolkit - > GetAnimBlueprint ( ) ) ;
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} ) ) ;
DetailBuilder . EditCategory ( " Animation Blueprint " )
. AddProperty ( ApplicationMethodProperty )
. IsEnabled ( MakeAttributeLambda ( [ this ] ( )
{
TSharedPtr < IPersonaToolkit > PinnedPersonaToolkit = PersonaToolkit . Pin ( ) ;
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TSharedRef < FAnimationEditorPreviewScene > LocalPreviewScene = StaticCastSharedRef < FAnimationEditorPreviewScene > ( PinnedPersonaToolkit - > GetPreviewScene ( ) ) ;
UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = LocalPreviewScene - > GetPreviewSceneDescription ( ) ;
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return PersonaPreviewSceneDescription - > PreviewAnimationBlueprint . IsValid ( ) ;
} ) ) ;
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LinkedAnimGraphTagProperty - > SetOnPropertyValueChanged ( FSimpleDelegate : : CreateLambda ( [ this ] ( )
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{
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FScopedTransaction Transaction ( LOCTEXT ( " SetAnimationBlueprintTag " , " Set Linked Anim Graph Tag " ) ) ;
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TSharedPtr < IPersonaToolkit > PinnedPersonaToolkit = PersonaToolkit . Pin ( ) ;
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TSharedRef < FAnimationEditorPreviewScene > LocalPreviewScene = StaticCastSharedRef < FAnimationEditorPreviewScene > ( PinnedPersonaToolkit - > GetPreviewScene ( ) ) ;
UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = LocalPreviewScene - > GetPreviewSceneDescription ( ) ;
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PinnedPersonaToolkit - > GetAnimBlueprint ( ) - > SetPreviewAnimationBlueprintTag ( PersonaPreviewSceneDescription - > LinkedAnimGraphTag ) ;
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LocalPreviewScene - > SetPreviewAnimationBlueprint ( PersonaPreviewSceneDescription - > PreviewAnimationBlueprint . Get ( ) , PinnedPersonaToolkit - > GetAnimBlueprint ( ) ) ;
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} ) ) ;
DetailBuilder . EditCategory ( " Animation Blueprint " )
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. AddProperty ( LinkedAnimGraphTagProperty )
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. IsEnabled ( MakeAttributeLambda ( [ this ] ( )
{
TSharedPtr < IPersonaToolkit > PinnedPersonaToolkit = PersonaToolkit . Pin ( ) ;
2019-09-11 02:24:28 -04:00
TSharedRef < FAnimationEditorPreviewScene > LocalPreviewScene = StaticCastSharedRef < FAnimationEditorPreviewScene > ( PinnedPersonaToolkit - > GetPreviewScene ( ) ) ;
UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = LocalPreviewScene - > GetPreviewSceneDescription ( ) ;
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2019-09-23 07:23:26 -04:00
return PersonaPreviewSceneDescription - > PreviewAnimationBlueprint . IsValid ( ) & & PersonaPreviewSceneDescription - > ApplicationMethod = = EPreviewAnimationBlueprintApplicationMethod : : LinkedAnimGraph ;
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} ) ) ;
}
else
{
PreviewAnimationBlueprintProperty - > MarkHiddenByCustomization ( ) ;
ApplicationMethodProperty - > MarkHiddenByCustomization ( ) ;
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LinkedAnimGraphTagProperty - > MarkHiddenByCustomization ( ) ;
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}
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# if CHAOS_SIMULATION_DETAIL_VIEW_FACTORY_SELECTOR
// Physics settings
ClothSimulationFactoryList . Reset ( ) ;
const TArray < IClothingSimulationFactoryClassProvider * > ClassProviders = IModularFeatures : : Get ( ) . GetModularFeatureImplementations < IClothingSimulationFactoryClassProvider > ( IClothingSimulationFactoryClassProvider : : FeatureName ) ;
for ( const auto & ClassProvider : ClassProviders )
{
// Populate cloth factory list
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ClothSimulationFactoryList . Add ( MakeShared < TSubclassOf < class UClothingSimulationFactory > > ( ClassProvider - > GetClothingSimulationFactoryClass ( ) ) ) ;
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}
DetailBuilder . EditCategory ( " Physics " )
. AddCustomRow ( LOCTEXT ( " PhysicsClothingSimulationFactory " , " Clothing Simulation Factory Option " ) )
. NameContent ( )
[
SNew ( STextBlock )
. Font ( IDetailLayoutBuilder : : GetDetailFont ( ) )
. Text ( LOCTEXT ( " PhysicsClothingSimulationFactory_Text " , " Clothing Simulation Factory " ) )
. ToolTipText ( LOCTEXT ( " PhysicsClothingSimulationFactory_ToolTip " , " Select the cloth simulation used to preview the scene. " ) )
]
. ValueContent ( )
. MinDesiredWidth ( 200.0f )
[
SNew ( SComboBox < TSharedPtr < TSubclassOf < class UClothingSimulationFactory > > > )
. OptionsSource ( & ClothSimulationFactoryList )
. OnGenerateWidget ( this , & FPreviewSceneDescriptionCustomization : : MakeClothingSimulationFactoryWidget )
. OnSelectionChanged ( this , & FPreviewSceneDescriptionCustomization : : OnClothingSimulationFactorySelectionChanged )
[
SNew ( STextBlock )
. Text ( this , & FPreviewSceneDescriptionCustomization : : GetCurrentClothingSimulationFactoryText )
]
] ;
# endif // #if CHAOS_SIMULATION_DETAIL_VIEW_FACTORY_SELECTOR
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// set the skeleton to use in our factory as we shouldn't be picking one here
FactoryToUse - > CurrentSkeleton = EditableSkeleton . IsValid ( ) ? MakeWeakObjectPtr ( const_cast < USkeleton * > ( & EditableSkeleton . Pin ( ) - > GetSkeleton ( ) ) ) : nullptr ;
TArray < UFactory * > FactoriesToUse ( { FactoryToUse } ) ;
// bAllowPreviewMeshCollectionsToSelectFromDifferentSkeletons option
DetailBuilder . EditCategory ( " Additional Meshes " )
. AddCustomRow ( LOCTEXT ( " AdditionalMeshOption " , " Additional Mesh Selection Option " ) )
. NameContent ( )
[
SNew ( STextBlock )
. Font ( IDetailLayoutBuilder : : GetDetailFont ( ) )
. Text ( LOCTEXT ( " AdditionalMeshSelectionFromDifferentSkeletons " , " Allow Different Skeletons " ) )
. ToolTipText ( LOCTEXT ( " AdditionalMeshSelectionFromDifferentSkeletons_ToolTip " , " When selecting additional mesh, whether or not filter by the current skeleton. " ) )
]
. ValueContent ( )
[
SNew ( SCheckBox )
. IsChecked ( this , & FPreviewSceneDescriptionCustomization : : HandleAllowDifferentSkeletonsIsChecked )
. OnCheckStateChanged ( this , & FPreviewSceneDescriptionCustomization : : HandleAllowDifferentSkeletonsCheckedStateChanged )
] ;
// bAllowPreviewMeshCollectionsToSelectFromDifferentSkeletons option
DetailBuilder . EditCategory ( " Additional Meshes " )
. AddCustomRow ( LOCTEXT ( " AdditionalMeshOption_AnimBP " , " Additional Mesh Anim Selection Option " ) )
. NameContent ( )
[
SNew ( STextBlock )
. Font ( IDetailLayoutBuilder : : GetDetailFont ( ) )
. Text ( LOCTEXT ( " UseCustomAnimBP " , " Allow Custom AnimBP Override " ) )
. ToolTipText ( LOCTEXT ( " UseCustomAnimBP_ToolTip " , " When using preview collection, allow it to override custom AnimBP also. " ) )
]
. ValueContent ( )
[
SNew ( SCheckBox )
. IsChecked ( this , & FPreviewSceneDescriptionCustomization : : HandleUseCustomAnimBPIsChecked )
. OnCheckStateChanged ( this , & FPreviewSceneDescriptionCustomization : : HandleUseCustomAnimBPCheckedStateChanged )
] ;
FResetToDefaultOverride ResetToDefaultOverride = FResetToDefaultOverride : : Create (
FIsResetToDefaultVisible : : CreateSP ( this , & FPreviewSceneDescriptionCustomization : : GetReplaceVisibility ) ,
FResetToDefaultHandler : : CreateSP ( this , & FPreviewSceneDescriptionCustomization : : OnResetToBaseClicked )
) ;
DetailBuilder . EditCategory ( " Additional Meshes " )
. AddProperty ( AdditionalMeshesProperty )
. CustomWidget ( )
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. OverrideResetToDefault ( ResetToDefaultOverride )
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. NameContent ( )
[
AdditionalMeshesProperty - > CreatePropertyNameWidget ( )
]
. ValueContent ( )
. MaxDesiredWidth ( 250.0f )
. MinDesiredWidth ( 250.0f )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. FillWidth ( 1.0f )
[
SNew ( SObjectPropertyEntryBox )
// searching uobject is too much for a scale of Fortnite
// for now we just allow UDataAsset
. AllowedClass ( UDataAsset : : StaticClass ( ) )
. PropertyHandle ( AdditionalMeshesProperty )
. OnShouldFilterAsset ( this , & FPreviewSceneDescriptionCustomization : : HandleShouldFilterAdditionalMesh , true )
. OnObjectChanged ( this , & FPreviewSceneDescriptionCustomization : : HandleAdditionalMeshesChanged , & DetailBuilder )
. ThumbnailPool ( DetailBuilder . GetThumbnailPool ( ) )
. NewAssetFactories ( FactoriesToUse )
]
+ SHorizontalBox : : Slot ( )
. VAlign ( VAlign_Center )
. AutoWidth ( )
. Padding ( 2.0f )
[
SNew ( SButton )
. Visibility ( this , & FPreviewSceneDescriptionCustomization : : GetSaveButtonVisibility , AdditionalMeshesProperty . ToSharedRef ( ) )
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. ButtonStyle ( FAppStyle : : Get ( ) , " HoverHintOnly " )
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. OnClicked ( this , & FPreviewSceneDescriptionCustomization : : OnSaveCollectionClicked , AdditionalMeshesProperty . ToSharedRef ( ) , & DetailBuilder )
. ContentPadding ( 4.0f )
. ForegroundColor ( FSlateColor : : UseForeground ( ) )
[
SNew ( SImage )
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. Image ( FAppStyle : : GetBrush ( " Persona.SavePreviewMeshCollection " ) )
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. ColorAndOpacity ( FSlateColor : : UseForeground ( ) )
]
]
] ;
2020-11-25 19:59:53 -04:00
FAssetData AdditionalMeshesAsset ;
AdditionalMeshesProperty - > GetValue ( AdditionalMeshesAsset ) ;
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if ( AdditionalMeshesAsset . IsValid ( ) )
{
TArray < UObject * > Objects ;
Objects . Add ( AdditionalMeshesAsset . GetAsset ( ) ) ;
IDetailPropertyRow * PropertyRow = DetailBuilder . EditCategory ( " Additional Meshes " )
. AddExternalObjectProperty ( Objects , " SkeletalMeshes " ) ;
if ( PropertyRow )
{
PropertyRow - > ShouldAutoExpand ( true ) ;
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
}
else
{
DetailBuilder . HideProperty ( SkeletalMeshProperty ) ;
2018-11-14 19:05:13 -05:00
DetailBuilder . HideProperty ( AdditionalMeshesProperty ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
2021-08-18 12:44:19 -04:00
TSharedPtr < IPersonaToolkit > Toolkit = PersonaToolkit . Pin ( ) ;
if ( Toolkit & & Toolkit - > GetAnimBlueprint ( ) )
{
Toolkit - > GetAnimBlueprint ( ) - > OnCompiled ( ) . AddSP ( this , & FPreviewSceneDescriptionCustomization : : HandleAnimBlueprintCompiled ) ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
2018-11-14 19:05:13 -05:00
EVisibility FPreviewSceneDescriptionCustomization : : GetSaveButtonVisibility ( TSharedRef < IPropertyHandle > InAdditionalMeshesProperty ) const
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
{
FAssetData AdditionalMeshesAsset ;
2018-11-14 19:05:13 -05:00
InAdditionalMeshesProperty - > GetValue ( AdditionalMeshesAsset ) ;
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
UObject * Object = AdditionalMeshesAsset . GetAsset ( ) ;
return Object = = nullptr | | ! Object - > HasAnyFlags ( RF_Transient ) ? EVisibility : : Collapsed : EVisibility : : Visible ;
}
2018-11-14 19:05:13 -05:00
FReply FPreviewSceneDescriptionCustomization : : OnSaveCollectionClicked ( TSharedRef < IPropertyHandle > InAdditionalMeshesProperty , IDetailLayoutBuilder * DetailLayoutBuilder )
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
{
FAssetData AdditionalMeshesAsset ;
2018-11-14 19:05:13 -05:00
InAdditionalMeshesProperty - > GetValue ( AdditionalMeshesAsset ) ;
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
UPreviewMeshCollection * DefaultPreviewMeshCollection = CastChecked < UPreviewMeshCollection > ( AdditionalMeshesAsset . GetAsset ( ) ) ;
if ( DefaultPreviewMeshCollection )
{
IAssetTools & AssetTools = FModuleManager : : GetModuleChecked < FAssetToolsModule > ( " AssetTools " ) . Get ( ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3323393 on 2017/02/27 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3379355 on 2017/04/04 by Lauren.Ridge
Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences.
Change 3379389 on 2017/04/04 by Nick.Darnell
Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated.
Change 3379551 on 2017/04/04 by Nick.Darnell
Automation - Adding more logging to the automation controller when generating reports.
Change 3379554 on 2017/04/04 by Nick.Darnell
UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts.
Change 3379565 on 2017/04/04 by Nick.Darnell
UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints.
Change 3379576 on 2017/04/04 by Lauren.Ridge
Parameter group dropdown now sorts alphabetically
Change 3379592 on 2017/04/04 by JeanMichel.Dignard
Fbx Morph Targets import optimisation
- Only reimport the points for each morphs and compute the tangents for the wedges affected by those points.
- Removed the full skeletal mesh rebuild on each morph target import.
- Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero.
Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file.
#jira UE-34125
Change 3380260 on 2017/04/04 by Nick.Darnell
UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted.
Change 3380551 on 2017/04/05 by Andrew.Rodham
Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level
#jira UE-43446
Change 3380555 on 2017/04/05 by Andrew.Rodham
Sequencer: Automated unit tests for the segment and track compilers
Change 3380647 on 2017/04/05 by Nick.Darnell
UMG - Tweaking some stuff on the experimental rich textblock.
Change 3380719 on 2017/04/05 by Yannick.Lange
Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData.
#jira UE-43667
Change 3380765 on 2017/04/05 by Nick.Darnell
UMG - Fixing a few more instances of OPTIONAL_BINDING.
Change 3380786 on 2017/04/05 by Yannick.Lange
Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR.
Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt
PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist)
Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt
Expose static mesh material accessors to blueprints
#jira UE-43631
Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt
Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default
Change 3381705 on 2017/04/05 by Yannick.Lange
- Slate application multiple input pre-processors.
- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
Change 3381959 on 2017/04/05 by Yannick.Lange
Back out changelist 3381705. Old changelist.
Change 3382049 on 2017/04/05 by Yannick.Lange
- Slate application multiple input pre-processors in a wrapper class.
- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
- Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor.
Change 3382450 on 2017/04/06 by Andrew.Rodham
Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds
Change 3382468 on 2017/04/06 by Yannick.Lange
Rename AllowWorldMovement parameter to bAllow.
Change 3382474 on 2017/04/06 by Yannick.Lange
Make GetInteractors constant because we dont want it to be possible to change this arrray.
Change 3382492 on 2017/04/06 by Yannick.Lange
VR Editor: Floating UI's are stored in a map with FNames as key.
Change 3382502 on 2017/04/06 by Yannick.Lange
VR Editor: Use asset container for auto scaler sound.
Change 3382589 on 2017/04/06 by Nick.Darnell
Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality.
Change 3382594 on 2017/04/06 by Nick.Darnell
UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect.
Change 3382672 on 2017/04/06 by Nick.Darnell
Build - Fixing incremental build.
Change 3382674 on 2017/04/06 by Nick.Darnell
Removing a hack added by launcher.
Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt
Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter
Change 3382875 on 2017/04/06 by Michael.Trepka
Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously.
#jira FORT-34952
Change 3383303 on 2017/04/06 by Lauren.Ridge
Adding sort priority to texture parameter code
Change 3383561 on 2017/04/06 by Jamie.Dale
Fixed MaximumIntegralDigits incorrectly including group separators in its count
Change 3383570 on 2017/04/06 by Jamie.Dale
Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled
Change 3384507 on 2017/04/07 by Lauren.Ridge
Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set.
#jira UE-21172
Change 3384804 on 2017/04/07 by Joe.Graf
Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer
#CodeReview: marc.audy
#rb: n/a
Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt
Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers
#jira UE-43750
Change 3385127 on 2017/04/07 by Lauren.Ridge
Adding WITHEDITOR to OnDragDropCheckOverride
Change 3385241 on 2017/04/07 by Jamie.Dale
Removing warning if asking for a null or empty localization provider
Change 3385442 on 2017/04/07 by Arciel.Rekman
Fix a number of problems with Linux splash.
- Thread safety (UE-40354).
- Inconsistent font (UE-35000).
- Change by Cengiz Terzibas.
Change 3385708 on 2017/04/08 by Lauren.Ridge
Resaving VREditor asset container with engine version
Change 3385711 on 2017/04/08 by Arciel.Rekman
Speculative fix for a non-unity Linux build.
Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt
Fix stats not being enabled when in simulate
Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt
PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts)
Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt
PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts)
Change 3386381 on 2017/04/10 by Michael.Trepka
PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist)
Change 3388223 on 2017/04/11 by matt.kuhlenschmidt
Deleted collection: MattKTest
Change 3388808 on 2017/04/11 by Lauren.Ridge
Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor.
#jira UE-20882
Change 3388843 on 2017/04/11 by Lauren.Ridge
Forward declaring custom reset override. Fix for incremental build error
Change 3388950 on 2017/04/11 by Nick.Darnell
PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair).
Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes.
Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt
Removed crashtracker
Change 3389004 on 2017/04/11 by Lauren.Ridge
Fix for automated test error - additional safety check for if the reset button has been successfully created.
Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt
Removed editor live streaming
Change 3389077 on 2017/04/11 by Jamie.Dale
Removing QAGame config change
Change 3389078 on 2017/04/11 by Nick.Darnell
Fortnite - Fixing an input preprocessor warning.
Change 3389136 on 2017/04/11 by Nick.Darnell
Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago.
Change 3389147 on 2017/04/11 by Nick.Darnell
UMG - Fixing a critical error with the alignment of the lock icon.
#jira UE-43881
Change 3389401 on 2017/04/11 by Nick.Darnell
UMG - Adds a designer option to control respecting the locked mode.
Change 3389638 on 2017/04/11 by Nick.Darnell
UMG - Adding the Widget Reflector button to the widget designer.
Change 3389639 on 2017/04/11 by Nick.Darnell
UMG - Tweaking the respect lock icon.
Change 3390032 on 2017/04/12 by JeanMichel.Dignard
Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram")
Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames)
Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge)
Change 3390196 on 2017/04/12 by Lauren.Ridge
Fix for crash on opening assets without reset to default button enable
Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist)
#jira UE-5528
Change 3390427 on 2017/04/12 by Jamie.Dale
Fixed not being able to set pure whitespace values on FText properties
#jira UE-42007
Change 3390712 on 2017/04/12 by Jamie.Dale
Content Browser search now takes the display names of properties into account
#jira UE-39564
Change 3390897 on 2017/04/12 by Nick.Darnell
Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front.
Change 3390900 on 2017/04/12 by Nick.Darnell
Making a Cast CastChecked in UScaleBox.
Change 3390907 on 2017/04/12 by Nick.Darnell
UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI.
Change 3390934 on 2017/04/12 by Cody.Albert
Fix to set correct draw layer in FSlateElementBatcher::AddElements
Change 3390966 on 2017/04/12 by Nick.Darnell
Input - Force inline some core input functions.
Change 3391207 on 2017/04/12 by Jamie.Dale
Fixed moving a folder containing a level not moving the level
Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets
#jira UE-42091
Change 3391327 on 2017/04/12 by Mike.Fricker
Removed Twitch support and GameLiveStreaming
Change 3391405 on 2017/04/12 by Mike.Fricker
Removed Twitch support and GameLiveStreaming (part 2)
Change 3391407 on 2017/04/12 by Mike.Fricker
Removed some remaining EditorLiveStreaming and CrashTracker code
Change 3392296 on 2017/04/13 by Yannick.Lange
VR Editor: New assets in asset containers for gizmo rotation.
Change 3392332 on 2017/04/13 by Nick.Darnell
Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up.
Change 3392349 on 2017/04/13 by Cody.Albert
Corrected typo
Change 3392688 on 2017/04/13 by Yannick.Lange
VR Editor: Resaved asset containers
Change 3392905 on 2017/04/13 by Jamie.Dale
Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file
Change 3393514 on 2017/04/13 by Yannick.Lange
VR Editor: Temp direct interaction pointer.
Change 3393930 on 2017/04/14 by Yannick.Lange
VR Editor: Remove unused transform gizmo
Change 3394084 on 2017/04/14 by Max.Chen
Audio Capture: No longer beta
Change 3394499 on 2017/04/14 by Cody.Albert
Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track
#rnx
Change 3395703 on 2017/04/17 by Yannick.Lange
Duplicate from Release-4.16 CL 3394172
Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles.
#jira UE-43964
Change 3395794 on 2017/04/17 by Mike.Fricker
#rn Fixed FastXML not loading XML files with attributes delimited by single quote characters
Change 3395945 on 2017/04/17 by Yannick.Lange
VR Editor: Swap end and start of laser, because they start of laser was using end mesh.
Change 3396253 on 2017/04/17 by Michael.Dupuis
#jiraUE-43693:
While moving foliage instance between levels, UI count was'nt updating properly
Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel
Ask to save foliage type as asset while moving between level foliage instances containing local foliage type
Change 3396291 on 2017/04/17 by Michael.Dupuis
#jira UE-35029:
Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree
Added possibility to register on bounds changed of a static mesh in editor mode
Rebuild the occlusion tree if the mesh bounds changed
Rebuild the occlusion tree if we change the mesh associated with a foliage type
Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation
Change 3396293 on 2017/04/17 by Michael.Dupuis
#jira UE-40685:
Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles
Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt
PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts)
Change 3397675 on 2017/04/18 by Alex.Delesky
#jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed.
Change 3397818 on 2017/04/18 by Yannick.Lange
ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY.
- Remove destructors for uobjects.
Change 3397832 on 2017/04/18 by Yannick.Lange
VR Editor: Remove unused vreditorbuttoon
Change 3397884 on 2017/04/18 by Yannick.Lange
VREditor: Addition to 3397832, remove unused vreditorbuttoon.
Change 3397985 on 2017/04/18 by Michael.Trepka
Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation.
#jira UE-43900
Change 3398030 on 2017/04/18 by Jamie.Dale
Fixed outline changes not automatically updating the text layout used by a text block
#jira UE-42116
Change 3398039 on 2017/04/18 by Jamie.Dale
Unified asset drag-and-drop
FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser.
#jira UE-39208
Change 3398074 on 2017/04/18 by Michael.Dupuis
Fixed crash in cooking fortnite
Change 3398351 on 2017/04/18 by Alex.Delesky
Fixing PlacementMode module build error
Change 3398513 on 2017/04/18 by Yannick.Lange
VR Editor: - Remove unused previousvreditor member.
- Removing extensions when exiting vr mode without having to find the extensions.
Change 3398540 on 2017/04/18 by Alex.Delesky
Removing a private PlacementMode header that was included in a public one.
Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt
Remove uncessary files from p4
Change 3400657 on 2017/04/19 by Jamie.Dale
Fixed potential underflow when using negative digit ranges with FastDecimalFormat
Change 3400722 on 2017/04/19 by Jamie.Dale
Removed some check's that could trip with malformed data
Change 3401811 on 2017/04/20 by Jamie.Dale
Improved the display of asset tags in the Content Browser
- Numeric tags are now displayed pretty printed.
- Numeric tags can now be displayed as a memory value (the numeric value should be in bytes).
- Dimensional tags are now split and each part pretty printed.
- Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time.
- The column view now shows the same display values as the tooltips do.
- The tooltip now uses the tag meta-data display name (if set).
- The tag meta-data display name can now be used as an alias in the Content Browser search.
#jira UE-34090
Change 3401868 on 2017/04/20 by Cody.Albert
Add screenshot save directory parameter to editor and project settings
#rn Added options to the settings menu to specify screenshot save directory
Change 3402107 on 2017/04/20 by Jamie.Dale
Cleaned up the "View Options" menu in the Content Browser
Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI).
Change 3402283 on 2017/04/20 by Jamie.Dale
Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder
#jira UE-8892
Change 3402572 on 2017/04/20 by Alex.Delesky
#jira UE-42421
PR #3311: Improved log messages (Contributed by projectgheist)
Change 3403226 on 2017/04/21 by Yannick.Lange
VR Editor: - Removed previous quick menu floating UI panel.
- Added the concept of a info display floating UI panel.
- Used info display for showing sequencer timer.
Change 3403277 on 2017/04/21 by Yannick.Lange
VR Editor: - Set window mesh for info display panel.
- Add option to null out widget when hidden.
Change 3403289 on 2017/04/21 by Yannick.Lange
VR Editor: Don't load VREditorAssetContainer asset when starting editor.
Change 3403353 on 2017/04/21 by Yannick.Lange
VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization.
Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt
Fix typo
Change 3405378 on 2017/04/24 by Alex.Delesky
#jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled
Change 3405382 on 2017/04/24 by Alex.Delesky
#jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized
Change 3405384 on 2017/04/24 by Alex.Delesky
#jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename.
Change 3405386 on 2017/04/24 by Alex.Delesky
#jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail.
Change 3405388 on 2017/04/24 by Alex.Delesky
#jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus
Change 3405394 on 2017/04/24 by Alex.Delesky
#jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts
Change 3405429 on 2017/04/24 by Alex.Delesky
Fixing a naming issue for CL 3405378
Change 3405579 on 2017/04/24 by Cody.Albert
Fixed bad include from CL#1401868
#jira UE-44238
Change 3406716 on 2017/04/24 by Max.Chen
Sequencer: Add attach/detach rules for attach section.
#jira UE-40970
Change 3406718 on 2017/04/24 by Max.Chen
Sequencer: Set component velocity for attached objects
#jira UE-36337
Change 3406721 on 2017/04/24 by Max.Chen
Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence.
#jira UE-43966
Change 3406726 on 2017/04/24 by Max.Chen
Sequencer: Added StopAndGoToEnd() function to player
#jira UE-43967
Change 3406727 on 2017/04/24 by Max.Chen
Sequencer: Add cinematic options to level sequence player
#jira UE-39388
Change 3407097 on 2017/04/25 by Yannick.Lange
VR Editor: Temp asset for free rotation handle gizmo.
Change 3407123 on 2017/04/25 by Michael.Dupuis
#jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save)
Change 3407135 on 2017/04/25 by Max.Chen
Sequencer: Load level sequence asynchronously.
#jira UE-43807
Change 3407137 on 2017/04/25 by Shaun.Kime
Fixing comments to refer to correct function name.
Change 3407138 on 2017/04/25 by Max.Chen
Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template.
#jira UE-30007
Change 3407139 on 2017/04/25 by Max.Chen
Sequencer: Fix active marker in sub, cinematic, control rig sections.
#jira UE-44235
Change 3407229 on 2017/04/25 by Max.Chen
Sequencer: Prioritize buttons over label.
#jira UE-26813
Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt
Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc)
Change 3407401 on 2017/04/25 by Nick.Darnell
Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix.
Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt
Made AssetTools a uobject interface so it could be access from script.
A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class
Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt
Removed temp method
Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt
Exposed source control helpers to script
Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt
Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script.
Change 3408220 on 2017/04/25 by Alex.Delesky
#jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders.
Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt
Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon
Change 3408314 on 2017/04/25 by Jamie.Dale
Fixed typo
Change 3408911 on 2017/04/25 by Max.Chen
Level Editor: Delegate for when viewport tab content changes.
#jira UE-37805
Change 3408912 on 2017/04/25 by Max.Chen
Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default.
#jira UE-37805
Change 3409073 on 2017/04/26 by Yannick.Lange
VR Editor: Fix starting point of lasers.
Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt
Fix CIS
Change 3409497 on 2017/04/26 by Alexis.Matte
Fix crash importing animation with skeleton that do not match the fbx skeleton.
#jira UE-43865
Change 3409530 on 2017/04/26 by Michael.Dupuis
#jira UE-44329: Only display the log if we're not running a commandlet
Change 3409559 on 2017/04/26 by Alex.Delesky
#jira none - Fixing case of header include for CL 3408220
Change 3409577 on 2017/04/26 by Yannick.Lange
VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact.
Change 3409614 on 2017/04/26 by Max.Chen
Sequencer: Add Scrub() to movie scene player.
Change 3409658 on 2017/04/26 by Jamie.Dale
Made the handling of null item selection consistent in SComboBox
If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again.
Change 3409659 on 2017/04/26 by Jamie.Dale
Added preset Unicode block range selection to the font editor UI
#jira UE-44312
Change 3409755 on 2017/04/26 by Max.Chen
Sequencer: Back out bIsUISound for scrubbing.
Change 3410015 on 2017/04/26 by Max.Chen
Sequencer: Fix crash on asynchronous level sequence player load.
#jira UE-43807
Change 3410094 on 2017/04/26 by Max.Chen
Slate: Enter edit mode and return handled if not read only.
Change 3410151 on 2017/04/26 by Michael.Trepka
Fix for building EngineTest project on Mac
Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt
Expose editor visibility methods on Actor to blueprint/script
Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt
Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save.
PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist)
Change 3411187 on 2017/04/27 by Jamie.Dale
No longer attempt to use the game culture override in the editor
Change 3411443 on 2017/04/27 by Alex.Delesky
#jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid.
Change 3411809 on 2017/04/27 by Max.Chen
Sequencer: Prioritize buttons over label.
#jira UE-26813
Change 3411810 on 2017/04/27 by Cody.Albert
Scrollbox now properly calls Invalidate while scrolling
Change 3411892 on 2017/04/27 by Alex.Delesky
#jira UE-40031
PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien)
Change 3412002 on 2017/04/27 by Jamie.Dale
Fixed crash when using an invalid regex pattern
#jira UE-44340
Change 3412009 on 2017/04/27 by Cody.Albert
Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions
Change 3412631 on 2017/04/27 by Jamie.Dale
Implemented support for hiding empty folders in the Content Browser
"Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown.
This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history.
#jira UE-40038
Change 3413023 on 2017/04/27 by Max.Chen
Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children.
Change 3413309 on 2017/04/28 by Jamie.Dale
Fixed shadow warning
Change 3413327 on 2017/04/28 by Jamie.Dale
Added code to sanitize some known strings before passing them to ICU
Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt
Allow AssetRenameData to be exposed to blueprints/script
Change 3413630 on 2017/04/28 by Jamie.Dale
Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor
Change 3414164 on 2017/04/28 by Jamie.Dale
Removing some type-unsafe placement new array additions
Change 3414497 on 2017/04/28 by Yannick.Lange
ViewportInteraction: - Add arcball sphere asset.
- Add opacity parameter to translucent gizmo material.
Change 3415021 on 2017/04/28 by Max.Chen
Sequencer: Remove spacer nodes at the top and bottom of the node tree.
This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree.
#jira UE-28931
Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt
#rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert)
Change 3415836 on 2017/05/01 by Alex.Delesky
#jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut.
Change 3415837 on 2017/05/01 by Alex.Delesky
#jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window.
Change 3415839 on 2017/05/01 by Alex.Delesky
#jira UE-42049
PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi)
Change 3415842 on 2017/05/01 by Michael.Dupuis
#jira UE-44514 : Removed the warning as it's causing more issue than it fixes.
Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt
Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds
Change 3416520 on 2017/05/01 by Yannick.Lange
Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor.
- Add helper function to add a unique extension by subclass.
Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt
Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels
Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt
Prevent foliage from marking actors dirty as HISM components are added and removed from the scene.
Change 3416988 on 2017/05/01 by Lauren.Ridge
PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist)
Changed the highlight style to be around the icon and match the content browser color and style.
#jira UE-40437
Change 3418014 on 2017/05/02 by Yannick.Lange
Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials.
Change 3418087 on 2017/05/02 by Lauren.Ridge
Adding minor tab icon surrounds
Change 3418602 on 2017/05/02 by Jamie.Dale
Fixed a crash that could occur due to bad data in the asset registry
It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry).
These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed.
Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt
Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only
Change 3419071 on 2017/05/02 by Arciel.Rekman
UBT: optimize FixDeps step on Linux.
- Removes the need to re-link unrelated engine libraries when recompiling a code project.
- Makes builds faster on machines with multiple cores.
- The module that has circularly referenced dependencies is considered cross-referenced itself.
- Tested compilation on Linux (native & cross) and Mac (native).
Change 3419240 on 2017/05/02 by Cody.Albert
Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash
Change 3420011 on 2017/05/02 by Max.Chen
Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges.
#jira UE-44569
Change 3420507 on 2017/05/03 by Lauren.Ridge
Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode
Change 3420643 on 2017/05/03 by andrew.porter
QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings
Change 3420678 on 2017/05/03 by andrew.porter
QAGame: Updating override binding sequence
Change 3420961 on 2017/05/03 by Jamie.Dale
Exposed some missing Internationalization functions to BPs
Change 3422767 on 2017/05/04 by Yannick.Lange
ViewportInteraction: Extensibility for dragging on gizmo handles
Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle.
Change 3422789 on 2017/05/04 by Yannick.Lange
ViewportInteraction: Fix duplicate console variable.
Change 3422817 on 2017/05/04 by Andrew.Rodham
Sequencer: Changed level sequence object references to always use a package and object path based lookup
- Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs)
- Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References)
- Level sequence binding references no longer use native serialization now that TMap serialization is fully supported.
- Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI.
#jira UE-44490
Change 3422826 on 2017/05/04 by Andrew.Rodham
Removed erroneous braces
Change 3422874 on 2017/05/04 by James.Golding
Adding MaterialEditingLibrary to allow manipulation of materials within the editor.
- Refactored code out of MaterialEditor where possible
Marked some material types as BP-accessible, to allow to editor-Blueprint access.
Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage
Change 3422942 on 2017/05/04 by Lauren.Ridge
Tab padding adjustment to allow tabs with icons to be the same height as tabs without
Change 3423090 on 2017/05/04 by Jamie.Dale
Added a way to get the source package path for a localized package path
Added tests for the localized package path checks.
Change 3423133 on 2017/05/04 by Jamie.Dale
Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator
Change 3423301 on 2017/05/04 by Max.Chen
Sequencer: Add JumpToPosition which updates to a position in a scrubbing state.
Change 3423344 on 2017/05/04 by Jamie.Dale
Updated localized asset group caching so that it works in non-cooked builds
Change 3423486 on 2017/05/04 by Lauren.Ridge
Fixing deselection code in VWI
Change 3423502 on 2017/05/04 by Jamie.Dale
Adding automated localization tests
Change 3424219 on 2017/05/04 by Yannick.Lange
- Hide FWidget when ViewportWorldInteraction starts.
- Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility.
Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt
PR #3527: Modified comments (Contributed by projectgheist)
Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt
Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown.
Change 3425241 on 2017/05/05 by Max.Chen
Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner.
#jira UE-44559
Change 3425286 on 2017/05/05 by Jamie.Dale
Text duplicated as part of a widget archetype now maintains its existing key
#jira UE-44715
Change 3425477 on 2017/05/05 by Andrew.Rodham
Sequencer: Do not deprecate legacy object references since they still need to be serialized on save
- Also re-add identical via equality operator so that serialization works again
Change 3425681 on 2017/05/05 by Jamie.Dale
Fixed fallback font height/baseline measuring
Change 3426137 on 2017/05/05 by Jamie.Dale
Removing PPF_Localized
It's an old UE3-ism that's no longer tested anywhere
Change 3427434 on 2017/05/07 by Yannick.Lange
ViewportInteraction: Null check for viewport.
Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt
Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections.
#jira UE-44655
Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt
Fix other usage of USelection not having a selection annotation
#jira UE-44786
Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt
Fix crash on platforms without a cursor
#jira UE-44815
Change 3429862 on 2017/05/08 by tim.gautier
QAGame: Enable Include CrashReporter in Project Settings
Change 3430385 on 2017/05/09 by Lauren.Ridge
Resetting user focus to game viewport after movie finishes playback
#jira UE-44785
Change 3430695 on 2017/05/09 by Lauren.Ridge
Fix for crash on leaving in the middle of a loading movie
#jira UE-44834
Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt
Fixed movie player setting all users to focus which breaks VR controllers
[CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UPreviewMeshCollection * NewPreviewMeshCollection = Cast < UPreviewMeshCollection > ( AssetTools . CreateAssetWithDialog ( UPreviewMeshCollection : : StaticClass ( ) , FactoryToUse ) ) ;
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
if ( NewPreviewMeshCollection )
{
NewPreviewMeshCollection - > Skeleton = DefaultPreviewMeshCollection - > Skeleton ;
NewPreviewMeshCollection - > SkeletalMeshes = DefaultPreviewMeshCollection - > SkeletalMeshes ;
2018-11-14 19:05:13 -05:00
InAdditionalMeshesProperty - > SetValue ( FAssetData ( NewPreviewMeshCollection ) ) ;
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
PreviewScene . Pin ( ) - > SetAdditionalMeshes ( NewPreviewMeshCollection ) ;
DetailLayoutBuilder - > ForceRefreshDetails ( ) ;
}
}
return FReply : : Handled ( ) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
bool FPreviewSceneDescriptionCustomization : : HandleShouldFilterAdditionalMesh ( const FAssetData & InAssetData , bool bCanUseDifferentSkeleton )
{
// see if it's in valid class set
bool bValidClass = false ;
// first to see if it's allowed class
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
for ( FTopLevelAssetPath ClassName : AvailableClassNameList )
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
{
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
if ( ClassName = = InAssetData . AssetClassPath )
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
{
bValidClass = true ;
break ;
}
}
// not valid class, filter it
if ( ! bValidClass )
{
return true ;
}
2020-11-25 11:17:08 -04:00
return HandleShouldFilterAsset ( InAssetData , USkeletalMesh : : GetSkeletonMemberName ( ) , bCanUseDifferentSkeleton ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
}
2019-09-10 20:49:17 -04:00
bool FPreviewSceneDescriptionCustomization : : HandleShouldFilterAsset ( const FAssetData & InAssetData , FName InTag , bool bCanUseDifferentSkeleton )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
if ( bCanUseDifferentSkeleton & & GetDefault < UPersonaOptions > ( ) - > bAllowPreviewMeshCollectionsToSelectFromDifferentSkeletons )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
return false ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
2021-02-18 18:42:00 -04:00
const UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = PreviewScene . Pin ( ) - > GetPreviewSceneDescription ( ) ;
2021-02-23 03:41:02 -04:00
if ( ! PersonaPreviewSceneDescription - > PreviewMesh . IsValid ( ) )
{
return false ;
}
2021-02-18 18:42:00 -04:00
const USkeleton * Skeleton = PersonaPreviewSceneDescription - > PreviewMesh - > GetSkeleton ( ) ;
const FString SkeletonTag = InAssetData . GetTagValueRef < FString > ( InTag ) ;
if ( Skeleton & & Skeleton - > IsCompatibleSkeletonByAssetString ( SkeletonTag ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
return false ;
}
return true ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
FText FPreviewSceneDescriptionCustomization : : GetCurrentPreviewControllerText ( ) const
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = PreviewScene . Pin ( ) - > GetPreviewSceneDescription ( ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
return PersonaPreviewSceneDescription - > PreviewController - > GetDisplayNameText ( ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
TSharedRef < SWidget > FPreviewSceneDescriptionCustomization : : MakeControllerComboEntryWidget ( TSharedPtr < FPersonaModeComboEntry > InItem ) const
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
return
SNew ( STextBlock )
. Text ( InItem - > Text ) ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3720885)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3686191 by James.Cobbett
Fixing Shape_Cube to have just one simple box collision instead of 3 primitives
Change 3688873 by Danny.Bouimad
Fixing TM-AnimPhys test content
Change 3689715 by Aaron.McLeran
Removing temp logging
Change 3692323 by Lina.Halper
Fixed crash when attached to no collision parent, causes crash on changing collision settings.
Change 3692526 by Lina.Halper
Fix issue where attach to any socket causes snapping
Change 3692975 by Aaron.McLeran
Lib opus tps file
Change 3693083 by Ethan.Geller
#jira UE-51183 Fix Attenuation Settings reverb display names. [Dev-AnimPhys]
Change 3695627 by Aaron.McLeran
Allowing multiple plugin settings so users can have different settings for different plugins.
Change 3697996 by Aaron.McLeran
#jira UE-51301 Fixing compile error for BP with changes to using array settings for plugins
Change 3698787 by Aaron.McLeran
Checking in missing file
Change 3707260 by Aaron.McLeran
#jira UE-51476 Adding ability to get envelope follower delegates to audio components and synth components.
- added ability to propogate up the envelope follower values from audio source manager/renderer to BP
- added 2 modes to get data for audio components: per-source/soundwave and a multi/aggregate callback for cases where multiple sources play for a given active sound/audio component.
- added ability to parameterize the envelope follower for an audio component, giving the attack/release time of the envelope follower
- added wrapper around callback to propogate to synth components
- only works (of course) in audio mixer
Change 3709356 by Martin.Wilson
Allow native anim instances to be set on skeletal mesh components
Change 3709360 by Martin.Wilson
Live Link integration into Persona
- Creation of preview controllers in Persona, allow customization of preview scene
- Original hard coded preview animation modes refactored into preview controllers and details customization reworks to allow selection of these
- Created live link preview controller that allows driving character from live link subject
- Added the ability to override the camera controller of an animation preview scene
- created live link camera controller to drive camera based on data from live link
Change 3709859 by Martin.Wilson
CIS Fix
Change 3711658 by Aaron.McLeran
PR #4134: Steam Audio Beta 10 (Contributed by freemancw)
Change 3711882 by Aaron.McLeran
Integrating CL 3701738 from 4.18 to Dev-AnimPhys
Change 3711913 by Aaron.McLeran
Integrating CL 3705882 to Dev-AnimPhys
Change 3711918 by Aaron.McLeran
Integrating CL 3707149 and CL 3708254 from 4.18 to Dev-AnimPhys
Change 3711972 by Aaron.McLeran
Fixing synth components after integration issue.
- Can't access audio components in constructor anymore.
Change 3713090 by Thomas.Sarkanen
Switch to using PhysXIncludes.h to avoid issues with Linux/HTML5 c-linkage errors
Change 3713115 by Laurent.Delayen
AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
Change 3713418 by Laurent.Delayen
Added AnimDistanceMatching empty project to Samples/Showcases
Change 3714439 by Aaron.McLeran
Changes to synth component and procedural sound waves with audio mixer.
- Added callbacks for initiating procedural sound wave generation and ending it, so we can get proper pre- and post- hooks for DSP processes which need it.
- Added a constructor for procedural sound waves so it doesn't cause a hang during hotload
Change 3714444 by Aaron.McLeran
#jira UE-51471 Adding a microphone component.
- Gets audio directly from a microphone, renders it in a synth component for in-game microphone audio rendering.
- Movnig RtAudio lib to AudioCapture plugin, along with AudioRecordingManager (used by sequencer recorder)
- Also moved audio recording manager to an editor plugin
- Created new runtime plugin "audio capture" which is needed for audio capture component. Future capture-related features will go in this plugin.
- Updated RtAudio version to v 5.
Change 3715101 by Aaron.McLeran
Integrating CL 3715055 from FN to Dev-AnimPhys
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3716473 by Aaron.McLeran
#jira UE-51560 Fixing RtAudio compile error
Change 3718096 by Jurre.deBaare
GeomCache Alembic no longer renders correctly
#fix serialization path was incorrect, reading incorrect FDynamicMeshVertex layout from pre-change files
#jira UE-51592
Change 3718254 by Nick.Shin
HTML5 CIS warning fix
bringing over //UE4/Main's version to //UE4/AnimPhys
.../Engine/Source/ThirdParty/PhysX{3}/PhysX_3.4/Include/PxPhysics.h
#jira none
Change 3718647 by Martin.Wilson
Static analysis fix
#jira UE-51599
Change 3719638 by Aaron.McLeran
#jira UE-51598 Fixing static analysis warning.
not 100% sure if this fixes it, but I ran MSVC static analysis locally and it seems to have not triggered it.
Change 3720334 by Aaron.McLeran
#jira UE-51620 Fix for hang during multi-PIE shutdown when using a synth component.
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3698735 by Aaron.McLeran
Adding ability for synth initialization to modify the requested sample rate
- This was needed so that some synth component types can modify the sample rate easily after calling init (e.g. a microphone will want to tell the synth what sample rate it should initialize with).
- It's also possible for a synth init to fail (again for mic component, this could fail if mic capture isn't supported for a platform or there is a problem with a device, etc)
Change 3702404 by Thomas.Sarkanen
Copying //UE4/Dev-Physics-Upgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3702362
Change 3703019 by Jurre.deBaare
HLOD with texture binning on introduces ugly black seams
#fix ensure that we ouput importance values according to baked out materials rather than per-section
#jira UE-51426
[CL 3720923 by Thomas Sarkanen in Main branch]
2017-10-26 09:50:05 -04:00
void FPreviewSceneDescriptionCustomization : : OnComboSelectionChanged ( TSharedPtr < FPersonaModeComboEntry > InSelectedItem , ESelectInfo : : Type SelectInfo )
{
TSharedPtr < FAnimationEditorPreviewScene > PreviewScenePtr = PreviewScene . Pin ( ) ;
UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = PreviewScenePtr - > GetPreviewSceneDescription ( ) ;
PersonaPreviewSceneDescription - > SetPreviewController ( InSelectedItem - > Class , PreviewScenePtr . Get ( ) ) ;
MyDetailLayout - > ForceRefreshDetails ( ) ;
}
void FPreviewSceneDescriptionCustomization : : HandlePreviewControllerPropertyChanged ( )
{
2021-08-18 12:44:19 -04:00
ReinitializePreviewController ( ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
void FPreviewSceneDescriptionCustomization : : HandleMeshChanged ( const FAssetData & InAssetData )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
USkeletalMesh * NewPreviewMesh = Cast < USkeletalMesh > ( InAssetData . GetAsset ( ) ) ;
2017-06-21 10:25:35 -04:00
PersonaToolkit . Pin ( ) - > SetPreviewMesh ( NewPreviewMesh , false ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
2019-09-10 20:49:17 -04:00
void FPreviewSceneDescriptionCustomization : : HandlePreviewAnimBlueprintChanged ( const FAssetData & InAssetData )
{
UAnimBlueprint * NewAnimBlueprint = Cast < UAnimBlueprint > ( InAssetData . GetAsset ( ) ) ;
PersonaToolkit . Pin ( ) - > SetPreviewAnimationBlueprint ( NewAnimBlueprint ) ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
void FPreviewSceneDescriptionCustomization : : HandleAdditionalMeshesChanged ( const FAssetData & InAssetData , IDetailLayoutBuilder * DetailLayoutBuilder )
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
UDataAsset * MeshCollection = Cast < UDataAsset > ( InAssetData . GetAsset ( ) ) ;
if ( ! MeshCollection | | MeshCollection - > GetClass ( ) - > ImplementsInterface ( UPreviewCollectionInterface : : StaticClass ( ) ) )
{
PreviewScene . Pin ( ) - > SetAdditionalMeshes ( MeshCollection ) ;
}
2018-09-25 10:11:35 -04:00
DataAssetToDisplay = MeshCollection ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DetailLayoutBuilder - > ForceRefreshDetails ( ) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
void FPreviewSceneDescriptionCustomization : : HandleAllowDifferentSkeletonsCheckedStateChanged ( ECheckBoxState CheckState )
{
GetMutableDefault < UPersonaOptions > ( ) - > bAllowPreviewMeshCollectionsToSelectFromDifferentSkeletons = ( CheckState = = ECheckBoxState : : Checked ) ;
}
ECheckBoxState FPreviewSceneDescriptionCustomization : : HandleAllowDifferentSkeletonsIsChecked ( ) const
{
return GetDefault < UPersonaOptions > ( ) - > bAllowPreviewMeshCollectionsToSelectFromDifferentSkeletons ? ECheckBoxState : : Checked : ECheckBoxState : : Unchecked ;
}
2018-09-25 10:11:35 -04:00
void FPreviewSceneDescriptionCustomization : : HandleUseCustomAnimBPCheckedStateChanged ( ECheckBoxState CheckState )
{
GetMutableDefault < UPersonaOptions > ( ) - > bAllowPreviewMeshCollectionsToUseCustomAnimBP = ( CheckState = = ECheckBoxState : : Checked ) ;
if ( PreviewScene . IsValid ( ) )
{
2018-11-14 19:05:13 -05:00
PreviewScene . Pin ( ) - > RefreshAdditionalMeshes ( false ) ;
2018-09-25 10:11:35 -04:00
}
}
ECheckBoxState FPreviewSceneDescriptionCustomization : : HandleUseCustomAnimBPIsChecked ( ) const
{
return GetDefault < UPersonaOptions > ( ) - > bAllowPreviewMeshCollectionsToUseCustomAnimBP ? ECheckBoxState : : Checked : ECheckBoxState : : Unchecked ;
}
2021-08-18 12:44:19 -04:00
void FPreviewSceneDescriptionCustomization : : HandleAnimBlueprintCompiled ( UBlueprint * )
{
2022-05-19 07:22:56 -04:00
// Only re-initialize controller if we are not debugging an external instance.
// If we switch at this point then we will disconnect from the external instance
TSharedPtr < FAnimationEditorPreviewScene > PreviewScenePtr = PreviewScene . Pin ( ) ;
if ( PreviewScenePtr - > GetPreviewMeshComponent ( ) - > PreviewInstance = = nullptr | | PreviewScenePtr - > GetPreviewMeshComponent ( ) - > PreviewInstance - > GetDebugSkeletalMeshComponent ( ) = = nullptr )
{
ReinitializePreviewController ( ) ;
}
2021-08-18 12:44:19 -04:00
}
void FPreviewSceneDescriptionCustomization : : ReinitializePreviewController ( )
{
TSharedPtr < FAnimationEditorPreviewScene > PreviewScenePtr = PreviewScene . Pin ( ) ;
UPersonaPreviewSceneDescription * PersonaPreviewSceneDescription = PreviewScenePtr - > GetPreviewSceneDescription ( ) ;
PersonaPreviewSceneDescription - > PreviewControllerInstance - > UninitializeView ( PersonaPreviewSceneDescription , PreviewScenePtr . Get ( ) ) ;
PersonaPreviewSceneDescription - > PreviewControllerInstance - > InitializeView ( PersonaPreviewSceneDescription , PreviewScenePtr . Get ( ) ) ;
}
2018-11-14 19:05:13 -05:00
bool FPreviewSceneDescriptionCustomization : : GetReplaceVisibility ( TSharedPtr < IPropertyHandle > PropertyHandle ) const
{
// Only show the replace button if the current material can be replaced
if ( AdditionalMeshesProperty . IsValid ( ) )
{
FAssetData AdditionalMeshesAsset ;
AdditionalMeshesProperty - > GetValue ( AdditionalMeshesAsset ) ;
return AdditionalMeshesAsset . IsValid ( ) ;
}
return false ;
}
/**
* Called when reset to base is clicked
*/
void FPreviewSceneDescriptionCustomization : : OnResetToBaseClicked ( TSharedPtr < IPropertyHandle > PropertyHandle )
{
// Only allow reset to base if the current material can be replaced
if ( AdditionalMeshesProperty . IsValid ( ) )
{
FAssetData NullAsset ;
AdditionalMeshesProperty - > SetValue ( NullAsset ) ;
PreviewScene . Pin ( ) - > SetAdditionalMeshes ( nullptr ) ;
}
}
2020-11-25 19:59:53 -04:00
void FPreviewSceneDescriptionCustomization : : OnResetAdditionalMeshes ( )
{
// this function resets the additional meshes property to null,
// in the future if we serialize the default setting, this will
// need to reset it to the default value, not just null.
// Only allow reset to base if the current material can be replaced
if ( AdditionalMeshesProperty . IsValid ( ) )
{
FAssetData NullAsset ;
AdditionalMeshesProperty - > SetValue ( NullAsset ) ;
PreviewScene . Pin ( ) - > SetAdditionalMeshes ( nullptr ) ;
}
MyDetailLayout - > ForceRefreshDetails ( ) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
2017-05-12 11:21:11 -04:00
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// FPreviewMeshCollectionEntryCustomization
//
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
void FPreviewMeshCollectionEntryCustomization : : CustomizeHeader ( TSharedRef < IPropertyHandle > PropertyHandle , FDetailWidgetRow & HeaderRow , IPropertyTypeCustomizationUtils & CustomizationUtils )
{
// get the enclosing preview mesh collection to determine the skeleton we want
TArray < UObject * > OuterObjects ;
PropertyHandle - > GetOuterObjects ( OuterObjects ) ;
check ( OuterObjects . Num ( ) > 0 ) ;
if ( OuterObjects [ 0 ] ! = nullptr )
{
FString SkeletonName = FAssetData ( CastChecked < UPreviewMeshCollection > ( OuterObjects [ 0 ] ) - > Skeleton ) . GetExportTextName ( ) ;
2021-02-18 18:42:00 -04:00
USkeleton * Skeleton = CastChecked < UPreviewMeshCollection > ( OuterObjects [ 0 ] ) - > Skeleton ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
PropertyHandle - > GetParentHandle ( ) - > SetOnPropertyValueChanged ( FSimpleDelegate : : CreateSP ( this , & FPreviewMeshCollectionEntryCustomization : : HandleMeshesArrayChanged , CustomizationUtils . GetPropertyUtilities ( ) ) ) ;
TSharedPtr < IPropertyHandle > SkeletalMeshProperty = PropertyHandle - > GetChildHandle ( GET_MEMBER_NAME_CHECKED ( FPreviewMeshCollectionEntry , SkeletalMesh ) ) ;
if ( SkeletalMeshProperty . IsValid ( ) )
{
HeaderRow . NameContent ( )
[
SkeletalMeshProperty - > CreatePropertyNameWidget ( )
]
. ValueContent ( )
. MaxDesiredWidth ( 250.0f )
. MinDesiredWidth ( 250.0f )
[
SNew ( SObjectPropertyEntryBox )
. AllowedClass ( USkeletalMesh : : StaticClass ( ) )
. PropertyHandle ( SkeletalMeshProperty )
2021-02-18 18:42:00 -04:00
. OnShouldFilterAsset ( this , & FPreviewMeshCollectionEntryCustomization : : HandleShouldFilterAsset , SkeletonName , Skeleton )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
. OnObjectChanged ( this , & FPreviewMeshCollectionEntryCustomization : : HandleMeshChanged )
. ThumbnailPool ( CustomizationUtils . GetThumbnailPool ( ) )
] ;
}
}
}
2021-02-18 18:42:00 -04:00
bool FPreviewMeshCollectionEntryCustomization : : HandleShouldFilterAsset ( const FAssetData & InAssetData , FString SkeletonName , USkeleton * Skeleton )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
if ( GetDefault < UPersonaOptions > ( ) - > bAllowPreviewMeshCollectionsToSelectFromDifferentSkeletons )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
return false ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
2021-02-18 18:42:00 -04:00
if ( Skeleton & & Skeleton - > IsCompatibleSkeletonByAssetData ( InAssetData ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
return false ;
}
return true ;
}
void FPreviewMeshCollectionEntryCustomization : : HandleMeshChanged ( const FAssetData & InAssetData )
{
if ( PreviewScene . IsValid ( ) )
{
2018-11-14 19:05:13 -05:00
// if mesh changes, don't override base mesh
PreviewScene . Pin ( ) - > RefreshAdditionalMeshes ( false ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
}
void FPreviewMeshCollectionEntryCustomization : : HandleMeshesArrayChanged ( TSharedPtr < IPropertyUtilities > PropertyUtilities )
{
if ( PreviewScene . IsValid ( ) )
{
2018-11-14 19:05:13 -05:00
// if additional mesh changes, allow it to override
PreviewScene . Pin ( ) - > RefreshAdditionalMeshes ( true ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if ( PropertyUtilities . IsValid ( ) )
{
PropertyUtilities - > ForceRefresh ( ) ;
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
2019-10-02 17:27:26 -04:00
# if CHAOS_SIMULATION_DETAIL_VIEW_FACTORY_SELECTOR
TSharedRef < SWidget > FPreviewSceneDescriptionCustomization : : MakeClothingSimulationFactoryWidget ( TSharedPtr < TSubclassOf < class UClothingSimulationFactory > > Item ) const
{
return SNew ( STextBlock )
. Text ( * Item ? FText : : FromName ( ( * Item ) - > GetFName ( ) ) : LOCTEXT ( " PhysicsClothingSimulationFactory_NoneSelected " , " None " ) )
. Font ( IDetailLayoutBuilder : : GetDetailFont ( ) ) ;
}
void FPreviewSceneDescriptionCustomization : : OnClothingSimulationFactorySelectionChanged ( TSharedPtr < TSubclassOf < class UClothingSimulationFactory > > Item , ESelectInfo : : Type SelectInfo ) const
{
// Set new factory to the preview mesh component:
if ( const TSharedPtr < IPersonaToolkit > PersonaToolkitPin = PersonaToolkit . Pin ( ) )
{
if ( UDebugSkelMeshComponent * const DebugSkelMeshComponent = PersonaToolkitPin - > GetPreviewMeshComponent ( ) )
{
DebugSkelMeshComponent - > UnregisterComponent ( ) ;
DebugSkelMeshComponent - > ClothingSimulationFactory = * Item ;
DebugSkelMeshComponent - > RegisterComponent ( ) ;
}
}
}
FText FPreviewSceneDescriptionCustomization : : GetCurrentClothingSimulationFactoryText ( ) const
{
TSubclassOf < class UClothingSimulationFactory > Item ;
if ( const TSharedPtr < IPersonaToolkit > PersonaToolkitPin = PersonaToolkit . Pin ( ) )
{
if ( const UDebugSkelMeshComponent * const DebugSkelMeshComponent = PersonaToolkitPin - > GetPreviewMeshComponent ( ) )
{
Item = DebugSkelMeshComponent - > ClothingSimulationFactory ;
}
}
return * Item ? FText : : FromName ( ( * Item ) - > GetFName ( ) ) : LOCTEXT ( " PhysicsClothingSimulationFactory_NoneSelected " , " None " ) ;
}
# endif // #if CHAOS_SIMULATION_DETAIL_VIEW_FACTORY_SELECTOR
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# undef LOCTEXT_NAMESPACE